Massive Map Updates Revealed In Exclusive Project Zomboid Dev Interview!
Okay. [music] So, to start this
interview off, uh, can you please go
ahead and introduce yourself to
everybody watching and give us a brief
overview of your job of the Indie Stone?
>> Yes. So, my name is Eton. I'm the art
director of Project Zomboid. My job is
to make sure that the game retains uh
its distinctive visual identity and to
expand it both in terms of quantity. So
more of the same and also in terms of
quality. So more of the same but better
stuff. My job also consists in finding
the right artist that will be able to
realize that vision. Um obviously to
train them also to help them align
because when you have like a group of
artists working together you really need
them to speak the same language in a
sense. But plainly speaking, I supervise
the 3D, the 2D [music] assets, also the
environmental design, the animation, the
UI, videos, anything visual really is
under my supervision and I also
contribute uh directly in all those
fields in some capacity in general to
create target quality assets. [music]
>> Brilliant. Okay. And can you tell us a
bit more about your experience in the
games industry and how you actually came
to work on projects on boys?
>> Yeah, so it's going to be quite fast.
Uh, Project Zombo 8 is my first game.
Uh,
>> okay.
>> Before that, uh, I've been working on
Project Zombo 8 for five or six years as
an official developer. And before that,
I was a model for a bit more than 3
years. So, I worked on a map called
Sherbor. I also worked on the boat mod
called Aquatar. I collaborated with
Ibros and Atheran who is now like
another like official developer of
Indistor. uh but prior to this I work in
the film and video industry in different
capacities. So I have worked as a
director, an editor, writer, VFX
supervisor, even the first assistant uh
mostly in advertising, documentaries, a
little bit in fiction as well. But at
TIS precisely, I was first hired as a
mapper and then I got promoted as a
project art director and now I am main
art director.
>> Fantastic. I I have to say as well just
Sherborg was like an absolutely
fantastic map. It was really cool to I
remember playing it on back on build 41
and thinking like wow it's really cool
to see something like so different to
the vanilla style map. It was really
just a completely different feel
entirely.
>> I really appreciate that. My only pain
in in this whole shoo mode story is that
I could not finish it because I was
hired to work on the vanilla map. But uh
there might there is some interest in
the community to carry on the this work.
So all hope is not uh yeah there is
still hope.
>> Okay, brilliant. I'll I'll keep tabs on
that. Definitely let me know if it comes
to fruition because I think a lot of
people will be interested in uh playing
that classic. So with the release of
build 42, we saw a pretty big overhaul
to the existing mold draw area. Are
there any plans right now to give other
parts of the map a similar makeover
experience?
>> Yeah, so when we [music] released B42
Unstable, um my goal was to to test the
water to see how the player base would
react to bringing like a higher level of
quality in terms of details um and if it
would be deployable across the entire
map. So I used the south of Mjo as a
testing ground. I mean, notably the
police station, the rusty rifle bar, the
the school of the church were the the
places I really like added details and
tried to make it much more alive and the
reaction was overwhelmingly positive. So
based on that, I devised the plan to
hire the right people and the right
amount of them to convert the rest of
the map. So right now it's the first leg
of this glow up, let's say.
>> Okay. Um but we have revamped Rosewood,
Riverside, West Point, Faras Lake, Monro
and Eron. The rest of the the towns like
Brandon, Irvington or the the lake
region and obviously Reville will be
revamped as well, but this is like a
first step towards that.
>> Okay, fantastic. That's really good to
hear and I think a lot of people will be
very very excited to explore some of
those locations once they get um
overhauled. So, thank you for for
sharing your plans on that. It wasn't
just a glow up to the existing map
spaces that we saw with build 42. We
also got several new towns like the ones
you mentioned, Brandenburg and
Irvington. What made the team decide to
expand out to the western reaches of the
playable map space?
>> Well, before jumping on that question,
would you would you mind if I explain a
bit the the vision of how the the what
the glowup intends to do for the
players? Would that be
>> Sure. Absolutely. Yeah.
>> So there is like three core uh ideas
that um we we try to follow during the
glow up. So the first one is to for lack
of a better word to abolish copy pasta
to to make sure each building is treated
individually which means that you know
like every building, every yard, every
parking lot will have like a different
configuration and provide a different
set of advantages or weaknesses. the the
us the usual configuration of every uh
house lot in the game would be you have
like a main house, you have some sort of
a garage and you have like a certain
level of fencing around it. Now it's
completely different. like you're going
to find like every time you're going to
go to a house, you're going to find that
uh maybe you have a basement there.
Maybe the basement can be accessed from
the outside or maybe uh behind the house
there is some sort of like a a dead zone
which I'm going to come back to just a
bit later. When you play the game after
the glow up, you could stay in like a
really small location and not be bored
in any ways and still find [music] new
things to do. So really like being very
specific about each building to to be
honest like naming the streets goes in
that direction. We want every house to
be a [music] place that people can
identify and come back to which is going
to make the project zom geoger much
easier in the future. I know you did a
video about that.
>> I did. Yeah, that was a lot of fun
actually. And I think it's really cool
that you touched on the street names as
well because like not only does it make
things like Geogesser much easier and
give it more personality, but it also
serves to actually let people know where
they are so that they can communicate
with their friends in co-op and
multiplayer and sort of tell them like,
oh, I'm on this street and this is where
I am right now.
>> Exactly. Yeah. The the second core is in
the same line. needs to to make sure
that each POI when I mean POI I mean
like it can be an entire town or it can
be like Dixie or places like that.
>> Mhm.
>> We want to make sure they all have their
own flare and be identifiable like just
at glance. So for instance, Riverside is
now represented as a rich town a [music]
bit in the style of the Hamptons while
West Point is more like a blue color
town and is more like a residential
sprout of an industrial complex nearby
like the the AMZ steel factory.
>> Yeah. And Mro is more like [music] your
typical side of the highway kind of
mushroom town. So that that would be the
second point. But the the third point is
[music] we wanted to make sure we spend
as much time on buildings and main POIs
as we do uh on what I call dead zones.
So for me a dead zone is going to be the
area behind a backyard or like a parking
lot and you know on the side of a liquor
store. And instead of just having like a
patch of [music] grass, you would have
like uh maybe some abandoned furniture,
you know, out in the open and maybe some
beers and things like that which would
represent like life happening before the
apocalypse where maybe teenagers would
be like smuggling beers from the liquor
store and you know getting drunk and I
think this is like really important like
to give consistency in the connective
tissue in between those POIs if that
makes sense.
>> Yeah. Yeah. Absolutely. And it's
environmental storytelling too, right?
Like it will it those little things like
you mentioned like the [music] the
bottles outside of a liquor store like
how back on the grass like you know it
does tell you that kind of story like oh
someone was out here they were having a
good time they were partying like you
know and that kind of environmental
storytelling I think would go really
well with project zomboid and there is
some of it already in like for example
we take the um oh it's the farmstead
with it's got like the prison cells
underneath it with the the blood in the
pen and everything like
>> Yeah, there's a really really cool um
example of that, but I definitely feel
that those like you say those dead zones
could benefit from similar things.
>> Yeah, you you you can expect the entire
map to receive the same treatment. And
so any building you will go in will have
some sort of a handmade um curation, you
know, like you it's going to have its
own style, its own story, and sometimes
like the cult form, maybe some mysteries
[music] as well. Yeah.
>> Okay. Brilliant. Thank you very much.
So, if you're if you're happy now, we're
going to move on to that uh that other
question, which was just just as a quick
reminder, was what made the team decide
to expand out to the western reaches of
the playable map area?
>> Yes. So the main reason was that uh with
the introduction of vehicles I I have no
I I could not tell you on which guild it
was but that was a while a while ago at
this point. Uh it was uh it was clear
that one of the high points of PZ was to
plan long trips. So you would find the
car, you would try to fix it to some
extent and you would fill the trunk and
maybe the seats with [music] food tools
or whatever in order to move from where
you are. I think this uh semi-nomadic
style is essential to the survival you
know jaw of games. So the the western
expansion was to give objective to the
players to [music] visit other play
other places but also in case they have
to excise themselves from a place you
know whether like they they burned their
house or there was there were too many
zombies or they got attacked by other
players in multiplayer. You want you
want them to be able to make long
long-term plans and and so make the
mistakes that come with that if that
makes sense.
>> Yeah. Yeah. Absolutely. And I I I really
like the focus on the nomatic play style
as well because like it I think it's so
many people's like favorite way to play
is to get set up in a town and then go
like you say go on that long journey, go
on that adventure and some of the best
stories come from things like that. So,
it's really cool to hear that the team
are supporting that kind of play style.
>> Yeah. And also like because we have
started distributing resources a bit
more like you're not going to find
everything everywhere. Well, it depends
on which town and it's going to change
in the future. But we we want players to
be incentivized to go from one place to
another if they want to develop their
their skill set or their crafting
abilities. [music] So for instance,
right now if you go to rest point you're
going to find more fishing gears that
you're probably not going to be able to
find in Mulro. I mean you might find
that in some garages or like yeah places
like that but you you will be more
likely to find that in West Point for
instance.
>> Sure. Yeah. Fantastic. So do you feel
that all of those new locations have fit
nicely into Project Zomboy's world or
are there still some tweaks that [music]
the team wants to make to them?
>> Yeah. So the the there are some areas
that we made in the early days of B42
that feel a bit uh disjointed from the
rest of the map at the moment. So this
has been the product of expanding in a
way [music] where the direction the art
direction was not entirely clear and
also you have to take in account the
fact that B41 was such a hu a huge
success for us that [music] we could
also like have more ambition and we
could be a bit more bold in the approach
uh of the the map making. So over the
last year we have course corrected quite
a [music] bit and then we should have
like a much more consistent development
of the map. Like something I really
don't want is to end up with like an
amusement park type of map where the
player would be you know it would be
pushed to go to a location just to do I
don't know blacksmithing for instance.
>> Yeah.
>> So this is still an ongoing discussion
but you can expect some of those
locations to be either [music]
better integrated or revised entirely.
Okay, fantastic. So, we've got some some
changes planned ahead of us. That's
really cool. I'm sure there's stuff to
look forward to. So, I have to ask about
Louisville now because it's currently
the only location in Project Zomboid
without underground spaces. [music]
Now, we've been teased with big plans in
former blog posts, but what can you tell
us about what's coming for Project
Zomboy's big city? [music]
>> Yes. So this is a bit of a touchy
subject but
>> in essentially so we will receive very
significant changes in the future and
obviously most of which are too early to
discuss now but one thing I can confirm
is that we will amongst other things
develop a system because it's it's
clearly something that the players would
really like appreciate like having the
ability to to reach an area. It it would
be true also of rooftops
>> like we something we have developed with
the glow up is the ability to go from
rooftop to another right now it's still
a bit clunky because we are still
missing the ladder mechanic will come at
some point
>> but yeah in general I mean to come back
to Louisville
will feel much more like a big American
city and be much closer to real life
again I I I don't want to to spoil
anything just yet um But when Louisville
was first developed, it was again before
the success of B41 and some decisions
that were made uh at the time they don't
relate to the ambition we want to have
now.
>> Okay.
>> So yeah, there will be a lot of uh a lot
of changes on William. Oh,
>> okay. Brilliant. And I appreciate you
giving us some insight into that. I
really like the the concept of a sewer
system, particularly with a city like
Louisville, because you [music] know,
Louisville is so busy. Louisville's got
so many zeds wandering through it as as
a city is [music] expected to have. But
having an alternative method of travel
that might be a little little bit
easier, but also come with its own
difficulties like a sewer system would
be really really interesting to see. So,
I'm I'm excited to to see how that
manifests in the in the game world.
[music]
>> Yeah, I think it would allow the players
to um travel across we in a much easier
way, but with the the risk of opening,
you know, the sewer gate and finding
like a horde of zombies. So, it would be
like easier to travel, but probably with
a higher risk involved.
>> Yeah, absolutely. It will be interesting
to see how how it comes to fruition. But
Project Zomboid has always had a very
close connection to its modding scene
and some have even been hired by the
Indie Stone directly like yourself and
Aateron. Are there any map modders that
we might know currently working with you
on the team?
>> Yeah, we we made an announcement uh like
a few months ago on the newcomers of the
team. Um three of them you might know.
Uh like you have Melo who has made the
map short rest and also the Oazis if I'm
not mistaken. Yeah, like he also made
quite a lot of custom tiles and his tie
pack is integrated in many uh many
modded [music] map. We also have Erica
who did Telesville and also she did a
bunch of custom tiles. Dylan who did a
version of Acron prior to the vanilla
one, Grape Seed, Pit Stop and Blackwood.
And finally, we have Alukin who has a he
has a different profile as the three
others. Uh he was not a mapper portrayed
originally. Um and he's like um [music]
a talented 3D and 2D artist. So he can
help us cover different aspects of the
map and time making. I'm really really
glad to have them with us like they are
extremely talented and they they have
all of them are self taught. So, you
know, having them around and having them
deploy the quality [music]
uh across the whole map is like
fantastic to see. Like it's like seeing,
you know, you feel a bit like uh like,
you know, you're giving some directions
and then they are making it even better
than what you envisioned. And I mean,
it's the best situation you can be in.
>> Yeah. Fantastic. And I I have to say as
well, like I'm you mentioned um Dylan's
maps in there. Blackwood was like one of
my all-time favorites because
>> it felt [music] again it felt so
different to what we see in the game
world and really put like a lot of
detail into a very condensed space. So
like I was a big fan of that map for
sure. So it's great to hear that he's on
the team.
>> I'm sure Dan will appreciate hearing
that. [laughter]
So, while we're speaking about hiring
from the community, what can you tell me
about the newspaper articles, posters,
and flyers that we've seen since the
launch of Build 42 and the impact that
it's had on the game world itself?
>> Yeah. So, one of the first thing I
wanted to do as an art director was to
[music] find and channel the the best
elements of all the what you could call
the peripheral content of PZ. One good
example is uh yeah it's indeed it would
be various various was doing great
YouTube videos and images uh using PC
models and over the last 2 years maybe
three at this point [music] he he
developed like a style that like a
rendering 3D rendering style that
enables us to give life to every area.
So [music] you're going to find some of
his work in posters, in flyers, in
videos, uh, newspapers. But yeah, this
is one of the thing like we're really
proud of. It makes the law of PC gel
together, you know.
>> Yeah.
>> And it opens so many avenues for the
future in terms of like visual law
development. One of the thing I love the
most about his work has been and also
the work of Stuart Jones who [music] is
our in-house graphic designer is uh like
movie movie posters like we have way
more like on billboards like uh or
inside you know like you're going to
find the the room of a of a teenager and
you're going to find like old movie
posters new ones like it's really cool
like I mean
>> okay fantastic one of the ones that I
really like as well that I always
remember seeing is the the image in the
newspaper of uh the guy standing there
with his backpack on at an airport like
looking at the departure board and it's
all like just delayed, cancelled,
cancelled. And I think like images like
that serve to tell a story of the world
around you, right? Of what happened
before you got there. And [music] it's
really cool to see that coming in at a
time that we're also getting those
environmental storytelling elements
worked on with the map. I think it's all
going to come together really nicely. So
yeah, really cool.
>> It really makes the the the the universe
of PC feel bigger when you have like as
you're saying like someone like waiting
at the airport and seeing all the
flights canled. It suddenly you're like,
"Oh, okay. Well, it explains why people
are still there." You know, it gives a
sense of what was happening just before
the outbreak.
>> Yeah. Aside and aside from anything as
well, it feeds into those conspiracy
theories that the community has about
how the virus actually started. Like I
know obviously one of the big ones is is
Spiffos was responsible for it and it's
really cool to see how people have
linked these newspaper articles to like
other individual events that have
happened in the in the timeline and have
come up with these like really complex
conspiracy theories. So it's it's really
awesome and I I hope that we see a
little bit more of that and more hinting
at mysterious parts of the game world.
>> I will not comment any further.
>> Yes. Yeah. No, I 100% understand. Uh, so
moving away from questions about the map
itself for a minute now. Um, am I right
in saying that the new lighting system
that was introduced with Build 42 was
actually your work and what were you
hoping to achieve with this new setup?
>> Yeah, so it's not entirely my work. It's
it's the work of several people um,
including Tim Baker and Lei, our game
director. To be precise, they what they
coded was the new light propagation
system, which is quite old. I mean
older, meaning it's it's a few years old
at at this point. The the point of this
system was was to allow the light to
bleed inside of buildings. My
contribution was the implementation of
this system in the game properly. So I
created most of the assets. I tuned the
color temperatures. I worked on the
general atmosphere. So the the idea was
to provide like a proper nighttime
gameplay. So having pitch black darkness
at night. I mean depending on the moon
cycle and things like that, but also
enhance the you know this feeling of
dread of being stuck outside in the
darkness with zombies around. I thought
it was really important for this kind of
game. Another aspect was to make sure
the lights would convey the atmosphere
of the '90s. So you get that very
idiosyncratic orange hue, you know, of
the sodium lamp. I think people really
enjoyed that because it reminds them of
for for for the one that were alive at
this time
or like the movies from the 90s, it
doesn't matter. But like it it's it's a
very significant like visual cue of oh
this is
>> this is the '90s. [music] But the
general ambition behind improvements
like this is to create like um memorable
moments uh for the player. Like if you
happen to be walking down the main
street of Riverside, let's say, and at
night, and suddenly the electricity
shuts down, I think you will remember
that, you know, it will be like a fairly
like a stressful moment. But inversely,
if you find a generator weeks after
there is no electricity and the first
time you you you're able to put power
back to your house, I want people to
feel warm and cozy and I want them to
feel like they they found like a refuge
if that [music] makes sense.
>> Yeah, absolutely. And I think uh another
just touching on another aspect of that
was um I remember actually having my
first experience exploring the
sanatorium after it was built with a
handheld flashlight and that just felt
so eerie on account of like the lighting
and how that how that sort of like
seeped into the area in really small
amounts and you all you had was this
flashlight otherwise. And like
experiences like that are so enhanced by
lighting. So it's it's yeah it's really
interesting to learn about what was
behind the [music] mentality there.
>> Yeah. Like in a similar fashion the work
that that was done on the the snow
overlays for winter is the same idea.
It's like once you reach winter we want
people to have like some sort of like a
feeling of achievement and you know like
feel that the world the world is
evolving with them. So the like some
people were mentioning the fact that
working so much on the light was uh well
if not unnecessary it was some were
saying pointless because
>> the light was going to go down anyway
but it's like yeah but it's going to
come back in once you build your own
base and once you you start developing
your your your refuge. So yeah, I'm just
going to mention something about the
light because this is a comment that has
been done that has made quite a few
times. In the early implementations, we
didn't have any way to let light seep
through the the curtains or the or even
the doors. Uh so in the middle of the
day, you could be in a room that would
be entirely pitch black and for many
people it was unrealistic and that was
correct assessment in my opinion.
>> Yeah. So this is not going to come
immediately but we are developing some
sort of a simulated global elimination
but it's not like a a voxal based global
elimination that that you can see in
other game but it's it's a way for us
like to to show that during daytime like
for instance if you go into a room and
you have some curtains but it's daylight
outside you're going to have like this
warm light that is filtered through the
curtains depending on the colors and we
have like prototypes that with that that
work and which are really cool, but
again it's a bit early to to mention
that.
>> Awesome. Okay. Well, I'll look forward
to that. Um, now alongside the the
lighting system itself, I'm also aware
that you've worked on visuals for
firearms. Have you found this
particularly challenging knowing that
much of the Zomboid community are such
gun enthusiasts? [music]
So yeah,
personally I don't know much about
firearms. Uh but but fortunately, you
know, we have Christian that you
interviewed recently who is both like
ex-military and uh
>> Yes.
>> Yeah. I think you could say he's a gun
enthusiast as well. So the development
of the new weapons was fairly
straightforward like thanks to him. But
you know, we also wanted to make the the
models like believable, but we had to
make sure we were not copying existing
models for legal uh issues. Obviously,
you know, we have plans uh to add more
in the future, but I I don't want to
spoil anything just yet. I think I will
uh I will let Christian mention that
when the time comes. But what I can say
is that the the reven gun gameplay uh
that Patrick brought, the technical
director, worked on gives us way more
tools to to make the weapons more
impactful. So now we have like
projectile tracers, uh like better
muzzle flash implementation. So like
shooting feels more impactful. The the
current tech we have could also allow
for even more cool effects like
functional lasers. Right now the the
lasers are just like a a red a red bit
like on the FBX on the model.
>> Uh we also could have traces ammunition.
I really want them to to be included in
B42, but it was out of scope. But uh
yeah, it's this will be possible with
the the tech we have.
>> Okay, interesting. I think a lot of
people will be very interested to hear
about the plans for for firearms
especially. [music] Now, I suspect that
this may be a bit of a tricky one, but I
do want to ask about the visuals for
fire effects in the game, just because
it's been a bit of a pet peeve for me
ever since it was changed. It looks a
tiny bit out of place right now. Is
there any rationale behind this change
that players might be unaware of?
>> Yeah. All right. I'm going to have to
take the blame on this one. Um,
so, okay. So, first let me provide a bit
of context. So,
>> in um I think it was build 34. Um, Mash
did a mission of Mash, who was the the
art director before me, did a mission to
upscale by a factor of two all the all
the ties. When she did that, some ties
were were missing, including the effect
ties. So, the fire we had u [music] up
until very recently, not only was not
scaled properly, but it was also like
the the wrong resolution and it didn't
really work. Um, and so it really didn't
look good with the the all the new B42
visual nicities, but at the same time,
we we have a plan to have like a fire
rework, and it's it's been announced
like a long time ago at this point, but
because of the development of
multiplayer, we we had to put a hold on
the the fire rework. So I had to find a
solution to to make the fire look better
without putting too much strain on the
developers because other things were
more had higher priority. So uh right
now the the fire looks the way it does
because um I I saw that it would it
would not work with four frames like
originally it was only four frames.
[music] So I wanted to go for 30 frames
and the problem is that in the the way
we display animations has well [snorts]
without getting too technical it has a
particular sampling. So the sampling is
how the image is displayed precisely
like uh if people use Photoshop then
they will know what I'm talking about.
And so the fire looks way too smooth and
also it's the first effect we added to
the game if I'm not mistaken that has 30
fps. So it looks very very alive
compared to the rest. It's a bit like
the water, you know, the water can can
look a bit out of place.
>> Yeah, [music] absolutely.
>> So, but we are going to develop more and
more this kind of uh animated sprites.
Like for instance, I want to have like
water sprinklers in gardens. I want to
have like smoke on top of chimneys on
houses to to show the present.
>> Oh, okay.
>> So, so I think at the moment, well,
first of all, it's a band-aid. uh it's
not going to stay like that, but there
will be more and more like realtime
effects and which is a good thing. It's
going to make the the environment feel
more alive. But yes, I I will apologize
for for the for the fire. I I I did read
all the comments. You know, it's the you
know when you do something good for PZ,
you have many people like praising you
and when you do something they hate.
>> Yeah.
>> You will hear about it. So [music] yeah.
>> Yeah.
>> I I will do better. I promise. Yeah, I
can I can I can understand. I mean, I
think it's fair to say that, you know,
like or at least people will be able to
understand that it wasn't at the top of
the priorities list with all the stuff
that was coming with build 42. There's
so much with that new update that I can
understand if fire effects weren't the
top of the table.
>> Yeah. Like to be honest, I think if we
were to revert to the old fire, people
would be complaining about that as well
because even though it doesn't fit
entirely the game right now, the old
fire didn't fit the game at all. [music]
Like I mean it was not on par with the
rest of the game. So you know like you
choose your poison I guess.
>> Yeah. Yeah. And and that's the thing as
well with a community as large as
Project Zomboid like people are going to
have different opinions about things and
I think um being a content creator I see
that probably just as much as you guys
do which is the divisiveness in the
comments sometimes of my videos. Like
some people will feel one way and some
people will feel a completely different
way. So it's
>> yeah it's it's just the way it's going
to be. But it's it's good to learn about
that. And it's good to know that there
will be some change coming at some
point. So I'm going to ask you a bit of
a should we say a a bit of a wishful
question here. If you could implement a
single feature for Project Zomb, what
would it be and why? Yeah. So for me
like the obviously I'm not going to talk
about NPCs because it's [laughter] uh
like it's it's it would be a terrible
idea to to speak about it right now.
[laughter]
>> Um but obviously NPCs would be nice but
yeah the first thing I would implement
is whole migration.
>> Ah okay. Yeah, like in my opinion this
is one of the main missing piece to
provide almost unlimited gameplay like
um it would justify way more like
building fortifications, fencings, you
know, like if there was a hole coming to
your base, you would maybe you would
have to suddenly be silent like turn off
all the radio, the TVs or whatever like
the generator maybe and you know maybe
having to hunker down in the basement
and uh and possibly having to exit in a
hurry and leave can go to an outpost you
made in whatever town in the west or the
aspect that the the original team really
nailed uh in Project Zombo was the
zombies.
>> Yeah.
>> And so I wish we could have more of
those of of this like more of those
zombies in a in a way that would make
the game play um more varied and more
exciting and more more scary, more
dangerous, you know. I think that would
be a good thing.
Just to be clear, there is probably
quite a lot of people in the PC
community that love also the coziness of
the game and they might love that, you
know, having like a hold of 200 zombies
coming to their very nice and and pretty
base.
>> So, yes, it's something I would like to
add, but I I I do realize that we would
have to be careful on how we implement
it.
>> Yeah. And and it's it's interesting as
well because I think the game has
already a lot of the supporting features
that you would need for something like
that. For example, you know, you you
talk about how people love these nomadic
play styles and, you know, packing a go
bag in a vehicle that's ready to go at a
moment's notice for when you need to
leave. You know, as you say, setting up
an outpost with maybe like jarred food
rather than, you know, refrigerated
foods. you know, it's it's doesn't need
power to run and and and again creating
more more need and desire for those base
fortifications as well. I think horde
migration could do one hell of a lot for
for the long-term play. So, yeah, it's
interesting to hear that. It's one of
your favorites.
>> Yeah, even in multiplayer, it would uh
it would create new gameplay mechanics
like our play style like [music] every
base would need to have like a scout.
someone who checks if there is not a
horde coming to your base and if so
maybe try to um to you know steer it
away just like in the walking dead.
>> Yeah. Yeah.
>> So
>> yeah um that's that's one of my I I
didn't stick with the walking dead long
past um long past when they got to
Alexandria but I will I will say that
that was like one of my favorite moments
was like how they [music] had to guide
that try and guide that horde a
particular direction. And I think it
also would give players in Project
Zomboy multiplayer the chance to
communicate with one another because if
one group sees a horde coming towards
Mold Draw, they can let other people
know because they'll be aware that
people are living in that area. So
that's Yeah, it's quite interesting.
Okay, so um before we wrap up this
interview, what are your favorite
examples of zombie media?
>> Yeah. Uh I'm not going to to be super
original. Uh, I would say, yeah, I would
say 28 Days Later it remains a classic
for [music] me.
>> Yeah. Yeah.
>> Um, I do like the the sequels, but uh I
have to say like the the first one felt
more organic and human level than the
others. Um, especially the the most
recent one. And [music] um, yeah,
otherwise I would say The Walking Dead,
but not necessarily the TV show, but
more like the the comic book.
>> Okay. Yeah.
>> Yeah. I saw um it's interesting you
mentioned 28 Days Later actually because
I saw a uh a post recently that I didn't
realize about this was that during the
the filming with the scenes that were
made in London itself where uh he's
walking the streets very like early on
and nobody's around they they actually
that was like true guerilla filming.
they had to go out and just at the crack
of dawn like 4:00 a.m. in the morning
and try and work around people just
walking through London which I found so
interesting because nowadays London is
absolutely packed. So it's
>> yeah it just an interesting little
tidbit that like I really enjoyed about
that. Well, there is a cool anecdote
about that which is that uh when I was
15 [music] 16 years old, I was doing my
first short movies with a friend of mine
and uh this scene particularly uh we
recreated it in in not in the the city
where where I come from where you you
wake up like very early in summer uh and
on a Sunday morning and you can shoot
like uh almost like completely empty
empty empty spaces. [music] It was a big
inspiration uh in my journey as a as a
filmmaker. So yeah.
>> Oh, fantastic. So um I just obviously I
just want to say thank you again for
taking the opportunity to sit down with
me today and for talking to us about
some of the upcoming plans for for
Project Zomboid. Are there any final
messages that you want to convey to the
project on community at this time?
>> Yeah. [music] Yeah. Um
I think it's I think it's important to
say that uh when we make design uh art
or technical decisions there is never
like an ill ill intention like a
negative intention towards the
community. Mhm.
>> For instance, there was a lot of
complaints about the removal of Echo
Creek from the spawn locations and
without reopening that topic like we are
following a plan and some decisions some
decisions can run quite deep and um we
there is never like an intent to damage
the play style or you know the player
base in general. But because the the
development of project Zo is very
exposed publicly, sometimes we have to
bite the bullet. We know that people are
not going to love the the decision, but
we think that the the end result they
they will really like that.
>> Yeah.
>> So, I guess my message, if I [laughter]
have a message, uh would be to thank the
community for the feedback because it's
so valuable like to to have like a
constant um feedback on everything you
do in in a very close uh very short time
capacity.
>> Mhm. Um, but I I hope we we can have
like a bit of credit that ju just the
credit that we are never going to be
intentionally damaging the player
experience. I think uh
>> yeah that I don't think the the
community should ever come to that
conclusion.
>> Yeah. Yeah. And I mean it's it's it's
sometimes it is easy to feel that way as
well when you're very very passionate
[music] and and that's the thing with
project zomboid is you've got people
that have been in the community for
upwards of 10 years in some cases now.
>> So naturally emotions will run high at
times but I think it's important to
remember that you know developers are at
the end of the day someone who is sat
behind the computer right they are a
person as well and sometimes it can be
easy to forget that. So, I think that's
a really good message to to take away.
Um, I do just want to say thank you
again for your time.
>> We'll we'll close things up there. I'll
just remind everybody that's watching
this that if you have any additional
questions or comments on what you saw
today, um, please feel free to put them
down in the comments below. Uh, and I
will ask very nicely for to uh to just
give those a once over once this video
goes up. See if we can get back to any
questions from the viewers. Thank you
again. Uh, it was fantastic to talk to
you.
>> Thank you. Bye-bye.
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