Protect yourself and your allies from the relentless horde with a range of weapons and defenses.

When to Fight

Combat is a tricky business in Project Zomboid. Unlike Left4Dead or other more shooter-based zombie games, you can’t expect to go head to head with a horde of zombies and walk out of there. Unless by ‘walk out of there’ you mean ‘shuffle out of there — groaning’. You may be able to handle one or two zombies without too much concern, but when 100 of them are thumping at your door….

In Project Zomboid, you’re hit by the ‘weapon safety paradox’. That is, the weapons that are safest to use tend to make a lot of noise, and bring more zombies your way. The weapons that are safest to use also tend to have limited ammunition, so by the time they’ve attracted a hundred more zombies, you’ll likely only have a hammer or baseball bat left to deal with them all.

And remember: In this game, you’re not immune. You can be infected by something as simple as a scratch. Melee combat is extremely dangerous.

This is why, generally, fighting a group of zombies is a BAD IDEA, and should only be attempted as a last resort.

Line of Sight and Character Awareness

In Project Zomboid, we simulate the character’s awareness of their surroundings will a full line of sight system. A demo of which can be seen below:

Different things will affect the arc in which your character is able to see, such as drugs, drink, paranoia, tiredness, or otherwise distracting elements in your periphery vision, such as the rain in the demo.

You also have small zone where you are able to detect zombies close to you for a full 360 degrees. Both the arc and this detection zone can be increased with various skills and perks, as well as some performance enhancing drugs, to simulate the character’s increased awareness of his surroundings.





Tags:

58 Responses to “Defend”

  1. April 20, 2011 at 7:48 pm #

    this looks sooooooooooooo goooooooooooooodddddddddddddd

  2. April 20, 2011 at 8:21 pm #

    I’m DTPO (Down to pre-order)

  3. April 20, 2011 at 11:36 pm #

    Amazing, that will really build the tension in the game because you will never know whats behind you …. love it!

    Keep up the good work!

  4. SoanoS
    April 21, 2011 at 1:52 pm #

    This looks good already. This will be a great game I think, especially in co-op with people slowly advancing to a safe area, covering each others’ backs and keeping in a tight formation…

  5. Ryan
    April 21, 2011 at 11:52 pm #

    Temporary sprint option would compliment this (and maybe screw you over lol), but this looks very tense and sweet.

  6. Dosko
    April 22, 2011 at 3:14 am #

    WANT: i preordered a good 10 days ago, when will this come out?!?!

  7. April 23, 2011 at 7:08 pm #

    Dosko, There should be a demo near the end of April. The official release date is way unkown, as this is being released in a manner similar to minecraft, IE: we get updates as they are released and stable and we kind of watch the development cycle of the game.

  8. Bevill
    May 28, 2011 at 10:22 pm #

    That guy is so dead there’s noway he survied without craving flesh.

  9. May 31, 2011 at 6:10 am #

    Frozen Synapse deserves more attention than this piece of shit.

    • DGResevfan
      June 3, 2011 at 11:27 am #

      Piece of shit? What on earth is wrong with you? This is a type of game which the world has been waiting for for decades. The only problem I’m seeing so far is the graphics, but that’s hardly suprising considering it’s not being made by a huge company with millions to spend.

    • Sean
      June 4, 2011 at 10:31 am #

      Even being such an early version this game is amazing, and there are so many possibilities to expand to. These producers also have the added benefit of opening their game for ideas from the public, which will make it a game that everyone will enjoy!

    • Brandenfascher
      June 6, 2011 at 7:06 pm #

      Frozen Synapse is a brilliant game and I love it, don’t get me wrong. However, that is an entirely different genre of game compared to this, which might explain why it is getting so much attention. I’m sure you’ve probably noticed that RPG’s seem to be quite a bit more popular than tactical strategy games (Minecraft, WOW, etc), but I agree it is a bit of a shame that I had only heard of Frozen Synapse once it got released on Steam the past few weeks.

    • Wisq
      June 6, 2011 at 11:32 pm #

      Sigh, don’t feed the trolls.

    • michael holt
      June 23, 2011 at 3:52 pm #

      well no i have frozen synapse and as awesome as that is you cant compare them there both good games but there super different top down survive horror RPG that you cant win v.s top down turn based strategy that the turns are played at the same time and this game has better graphics so there not rely alike at all and there both good.

    • July 23, 2011 at 2:43 pm #

      How about going to suck your moms dick for some pocket money instead of being and asshole and taking the piss out of a brilliant game.

  10. bigbob
    June 2, 2011 at 5:38 am #

    they shoude add cas or some form of transport

    • Lol
      June 17, 2011 at 7:55 pm #

      That sounds awesome (you can find gas in the game maybe cars attract zombies and take gas?) and bicycles are slower and take energy but dont attract zombies and no gas. :D

  11. Anjiee.
    June 4, 2011 at 11:54 pm #

    I Wanna Play So Effing Bad Bro.
    Zombie Chick Right Here.(:

  12. Martin
    June 5, 2011 at 8:47 am #

    Looks fine, but am i the only one thinking that this looks like something youve played on facebook “zombie lane” just developed further…

    • Stealth
      June 13, 2011 at 12:32 am #

      It’s in Pre-Alpha, graphics aren’t going to be top notch.

  13. aattss
    June 6, 2011 at 4:00 am #

    Just add full body armor. Now melee is MUCH safer.

    • nordic
      June 21, 2011 at 5:10 pm #

      And where would one find full body armor in a regular town? Only think that comes to mind is riot gear in a police station.
      Pluss, that stuff is HEAVY.

  14. Matthew
    June 6, 2011 at 5:37 pm #

    I don’t see anything wrong with graphics??….
    The vision of your chr is ok, but 2 narrow even in daylight , also I noticed you can only perceive a few feet behind you.. which isn’t right.. Your character has ears! should be much more… even in the dark!

  15. Chakra
    June 6, 2011 at 9:53 pm #

    I’d like some indicator from sounds. If there are a bunch of Zombies behind me it would be cool to have a small indicator from which directions they are comming. Not how many or anything.

    Could even work from behind walls, doors etc. Would build alot of tension.
    Since it is not 3D it could be hard to try to just have directional sounds.

    Great looking game!
    Keep it up!

  16. Nirai
    June 7, 2011 at 4:29 pm #

    I’ve been voted to lead my co-workers in the event of a zombie apocolypse. I feel this game will greatly advance our tactical and survival training. Thank you for providing such excellent reference/simulation material. =)

  17. sethfc
    June 10, 2011 at 3:09 am #

    I love having properly made awareness etc. i just hope the zombies awareness is not ‘superior’ to my own,

    when it comes to weapons i am slightly sad to know that i cannot take a scratch without possibility of infection as this makes melee combat damn near impossible *due to my overly cautious nature* but i understand the thematic reason

    still i hope there are SOME quiet ranged weapons like crossbows and throwing knives etc.

  18. Brian
    June 12, 2011 at 12:27 am #

    If you can’t use a shotgun without attracting 3x more zombies, what is the point? Only reason I can see to justify using a shotgun is if you have no other options. When you finally do decide to use it, you’re screwed anyway.

    Can somebody explain this to me?

  19. Dude
    June 15, 2011 at 4:35 pm #

    The line of sight is a good idea, BUT:

    - It’s to slow atm. and too much transparency is going on, which makes it look awkard.

    - It makes half of the screen nearly black.

  20. Rongo
    June 15, 2011 at 5:17 pm #

    The Line of Sight mechanic is completely awesome. I bought the pre-order before i saw much and was overwhelmed by this :)
    I already love this game.

  21. Nick L
    June 21, 2011 at 5:33 pm #

    I don’t know if this is implemented or not, but I’ve read about how melee weapons can be upgraded and modified, so is it the same for ranged weapons (firearms, mostly)? While I understand that this game is supposed to provide a “realistic” view of a zombie apocalypse, and thus we won’t be fighting zombies off with rail guns and plasma casters, I would propose that the firearms be broken down into categories, with each weapon having a set of upgrades, and the more powerful weapons in each category being more difficult to acquire as well as having scarcer ammunition; an example being that while searching someone’s house may yield a pump-action/double-barrel hunting shotgun or a basic .38cal revolver/9mm handgun, venturing into a police station could yield a more powerful semi-automatic shotgun or a .45cal handgun and maybe even a 9mm submachine gun, while sneaking or shooting your way into an overrun military base where the zombie soldiers are all outfitted with body armor would yield even higher-end weapons such as an 5.56mm M4/M16 semi/full-auto rifle, a 7.62mm M14 semi-auto “precision” rifle, a 5.56 M249 light machine gun, as well as things like claymore mines that could be used to better fortify your position and MRE’s that serve as a non-perishable and easily portable food source.

    I’ve never been big on melee weapons in games, but I understand the extreme importance they play in a game like this. The list below is a broad idea of what I, in my mind, would like to see in the game; weapons divided by category, listed from most common to rarest (and thus, in most cases, least to most powerful), and following each weapon’s name will be relevant stats and possible upgrades the player could implement…
    -Pistol and submachine gun ammo can be found as standard FMJ or hollow-point, the latter increasing damage against soft targets but having less penetration power, as well as sub-sonic rounds for use with silenced weapons to further reduce the weapons volume at the cost of decreased damage but with the benefit of reducing how many zombies hear the shot
    -Shotguns have 00-Buck whose spread makes it useful against multiple foes but reduces range, 20ga and 12ga Slugs which increase accuracy/damage/range but only impact in one spot, and 12ga Sabot rounds which increase range/accuracy, with power somewhere between 12ga slugs and close-range buckshot
    -Rifles and Light Machine Guns have the basic full-metal-jacket, Armor-Piercing which has 3-4x the penetration power of standard FMJ making it useful for firing into deep crowds or through objects, Incendiary which upon impact make a tiny explosion which can light anything flammable on fire or even cause explosions if fired into the right place, and sub-sonic rounds for use with silencers to further reduce the volume of the shot and while they do less damage they significantly reduce the chance that nearby zombies will hear the shots and come looking

    Handguns:
    – .38cal Revolver (6 rounds, 90rpm) – custom grip to increase accuracy, speed loaders reducing reload time by 50%
    – 9mm Glock 17 (15+1rds, 250rpm) – extended magazine to 30rds, tactical weaponlight illuminates dark areas, laser sight to increase accuracy by 20%, threaded barrel and silencer kit to decrease sound -50% with standard ammo -80% with subsonic ammo
    – .357 Magnum Revolver (6rds, 60rpm) – custom grip to decrease recoil, speed loaders to reduce reload time by 50%, pistol scope to increase accuracy by 30%
    – .45cal Colt 1911 (7+1rds, 200rpm) – custom grips and trigger to increase accuracy and decrease recoil by 15% each, laser sight increasing accuracy 20%
    – .45cal H&K USP Tactical (15+1rds, 280rpm) – reflex sight increasing accuracy by 15%, tactical light with laser sight increasing accuracy 10%, silencer decreasing sound by 50% or 80% with subsonic ammo
    – 5.7mm FN Five-seveN (20+1rds, 275rpm) – reflex sight increasing accuracy 15%, tac-light/laser sight increase accuracy 10%, silencer reduces noise 50/80%
    – .44 Magnum Revolver (6rds, 45rpm) – custom grips reduce recoil by 25%, pistol scope increase accuracy 30%, speed-loaders reduce reload time by 50%
    – .50cal Desert Eagle (7+1rds, 180rpm) – custom grips reduce recoil by 20%, reinforced bolt and titanium barrel increase ROF 20%, laser sight increases accuracy by 25%

    Shotguns: (all shotguns except the tactical or magazine fed ones can be upgraded with either a full-choke or a modified-choke, the former increasing accuracy/range by 25% and reducing spread by 35%, the latter reducing accuracy/range by 25% and increasing spread 35%; these can be switched out at any upgrade station, but only one can be used at a time)
    – 20ga double-barrel shotgun (2rds, ?rpm) – reinforced stock decreases recoil by 25%
    – 20ga sawed-off shotgun (2rds, ?rpm) – forward under-barrel pistol grip reduces recoil by 30%, custom trigger allowing both barrels to fire at the same time doubling damage
    – 20ga pump-action shotgun (6+1rds, 50rpm) – tactical light foregrip, padded stock reduces recoil by 20%, stock-mounted shell holder reduces reload time by 25%
    – 12ga double-barrel shotgun (2rds, ?rpm) – padded stock decreases recoil by 25%
    – 12ga sawed off shotgun (2rds, ?rpm) – custom trigger allowing both barrels to be fired at the same time, custom breach reducing reload time by 25%
    – 12ga pump-action shotgun (7+1rds, 50rpm) – tactical light foregrip, pistol-grip stock increasing accuracy and decreasing recoil 20% each, stock-mounted shell-holder reduces reload time by 25%
    – 12ga semi-auto hunting shotgun (7+1rds, 90rpm) – tactical light foregrip, shotgun scope increasing accuracy by 30%
    – 12ga Tactical Shotgun (10+1rds, 180rpm) – tactical light, reflex sight increasing accuracy 15%, extended magazine to 20+1rds, laser sight increasing accuracy by 15%
    – 12ga Combat Shotgun (15+1rds, 250rpm) – tactical light, holographic sight increasing accuracy 20%, extended magazine to 30+1rds, custom carbon-fiber stock decreasing recoil 30%
    – 12ga Automatic Shotgun (20+1rds, 450rpm) – tactical light foregrip with 20% recoil reduction, holographic sight increasing accuracy 20%, drum magazine holding 50+1rds, custom titanium bolt and carrier increasing ROF 25%

    Submachine Guns:
    – 9mm Tec-9 (25+1rds, 600rpm) – laser sight increasing accuracy by 20%, extended magazine 50+1rds
    – 9mm Glock 18c (17+1rds, 900rpm) – laser sight increasing accuracy 20%, extended magazine to 40+1rds
    – 9mm Micro-Uzi (30+1rds, 750rpm) – fold-out stock reducing recoil by 30%, laser sight increasing accuracy by 15%
    – .45cal Mac-10 (30+1rds, 1100rpm) – fold-out stock reducing recoil by 25%, tactical light, silencer reducing volume 50% with standard and 75% with subsonic ammo
    – 9mm MP5A4 (30+1rds, 800rpm) – tactical light foregrip, holo sight increasing accuracy 25%, upgraded bolt and carrier increasing ROF by 15%
    – 9mm MP5-K (25+1rds, 1000rpm) – swing-out stock increasing accuracy/reducing recoil by 20% each, reflex sight increasing accuracy by 15%, silencer reducing sound 50% standard and 70% subsonic
    – 9mm MP5SD (30+1rds, 700rpm, integrated silencer is 60% quieter than MP5A4 w standard ammo and 90% with subsonic) – reflex sight increases accuracy 20%, tactical flashlight
    – 4.6mm HK MP7 (35+1rds, 1000rpm) – reflex sight increase accuracy 20%, tactical light, extendable stock reducing recoil 20%, silencer reduce noise 50/85%
    – 5.7mm FN P90 (50+1rds, 900rpm) – laser sight increase accuracy 15%, reflex sight increase accuracy 15%, silencer reduce noise 60/90%
    – .45cal UMP (25+1rds, 700rpm) – tactical flashlight with foregrip reducing recoil 20%, holographic sight increasing accuracy 25%, silencer reducing volume 50/80%

    Long-Rifles:
    – .22cal Bolt-Action Rifle (6+1rds, 30rpm) – 4x scope increasing accuracy 25%, upgraded bolt increasing ROF 50%, silencer reducing noise 50/85%
    – .22cal Semi-Auto Carbine (15+1rds, 120rpm) – upgraded sights increase accuracy 10%, extended magazine to 25+1rds
    – .30cal Bolt-Action Hunting Rifle (5+1rds, 30rpm) – 6x scope increasing accuracy 30%, upgraded bolt increasing ROF 50%
    – .30-06 M1 Garand (8rds, 120rpm) – custom trigger increasing accuracy 15%, padded stock reducing recoil 25%
    – 7.62mm M14 (20+1rds, 250rpm) – 4x scope increasing accuracy 20%, folding bipod decreasing recoil/increasing accuracy 20% each, tactical light, silencer reducing noise 50/80%
    – 7.62mm M24 sniper rifle (5+1rds, 30rpm) – 8x scope increasing accuracy 35%, lightweight bolt increasing ROF 50%, folding bipod reducing recoil 30%, silencer reducing noise 50/85%
    – .338Lapua AI L96 sniper rifle (5+1rds, 30rpm) – 12x scope increasing accuracy 40%, custom bolt increasing ROF 33%, folding bipod reducing recoil 40%, silencer reducing noise 50/80%
    – .50cal Barrett M82 (5+1rds, 45rpm) – 12x scope increasing accuracy 40%, folding titanium bipod reducing recoil 40%, extended magazine to 10+1rds

    Assault Rifles:
    – .30cal M1 Carbine (15+1rds, 300rpm) – reflex sight increasing accuracy 20%, lightweight bolt increasing ROF 33%, extended magazine to 30+1rds
    – .30-06 Browning BAR (20+1rds, 650rpm) – folding bipod decrease recoil 25% increase accuracy 20%, padded stock reduce recoil 10%, extended magazine to 40+1rds
    – 7.62mm HK G3A4 (20+1rds, 550rpm) – 4x scope increase accuracy 25%, padded stock reduce recoil 20%, extended magazine to 35+1rds
    – 5.56mm M4A1 Carbine (30+1rds, 850rpm) – holo sight increasing accuracy 20%, tactical foregrip with flashlight reducing recoil 20%, silencer decreasing noise 40/80%
    – 5.56mm M16A4 (30+1rds, 750rpm) – 4x ACOG scope increasing accuracy 25%, custom stock reducing recoil 15%, foregrip with flashlight reducing recoil 15%, silencer decreasing noise 35/70%
    – 5.45mm AK-74 (30+1rds, 750rpm) – reflex sight increasing accuracy 20%, carbon-fiber folding stock reducing recoil 20% when in use and decreasing reload time 25% when folded
    – 7.65mm AK-47 (30+1rds, 600rpm) – reflex sight increasing accuracy 20%, wood grips and stock replaced with carbon fiber variants reducing weight by 2lbs and decreasing recoil 10%
    – 5.56mm HK G36 (30+1rds, 750rpm) – reflex sight increasing accuracy 20%, tactical light foregrip reducing recoil 15%, silencer reducing noise 40/80%
    – 5.56mm FN SCAR-L (30+1rds, 900rpm) – reflex sight increasing accuracy 25%, tactical light foregrip reducing recoil 10%, silencer reducing noise 45/80%
    – 6.8mm HK416 14.5″ barrel (30+1rds, 900rpm) – holo sight increasing accuracy 20% OR 4x ACOG scope increasing accuracy/range 25% but reducing peripheral 15%, flashlight foregrip decreasing recoil 25%, silencer decreasing noise 50/80%, exchange for 10.5″ barrel reducing accuracy 15% and increasing ROF 10% or 18″ barrel increasing accuracy/range 20% and reducing ROF 15%
    – 7.62mm FN SCAR-H (25+1rds, 700rpm) – 4x ACOG scope increasing accuracy/range 20%, tactical light foregrip reducing recoil 10%, folding bipod reducing recoil 20% and increasing accuracy 10%, silencer reducing noise 35/70%

    Heavy Weapons:
    – 7.62mm M60E4 (100rd belt, 550rpm) – 4x scope increase accuracy 15%, folding bipod increase accuracy 15% decrease recoil 25%
    – 5.56mm MG36 (100rd drum, 650rpm) – 6x scope increase accuracy 30%, folding bipod decrease recoil 30%, heavyweight barrel with heat shield increase ROF 25%
    – 5.56mm M249 (200rd belt, 1000rpm) – 4x scope increase accuracy 15%, folding bipod decrease recoil 20% increase accuracy 15%
    – 7.62mm M240 (200rd belt, 800rpm) – 4x scope increase accuracy 10%, folding bipod decrease recoil 25% increase accuracy 10%
    – 40mm M79 Grenade Launcher (1rd, 8rpm) – extended barrel increasing accuracy/range 35%, multiple grenade types
    – 40mm AG36 Grenade Launcher (1rd, 12rpm) – extendable stock decreasing recoil 20%, auto-correcting sight increasing accuracy 40%, modified swivel mount decreasing reload speed 20% thus increasing ROF 20%, multiple grenade types
    – 40mm MM-1 Semi-Auto Grenade Launcher (12rd, 150rpm) – foreward grip decrease recoil 20% standing, folding bipod decrease recoil 40% crouched/prone, 4-8x self-adjusting sight increasing accuracy and range 40%, multiple grenade types
    —– 40mm grenade types include High Explosive, Incendiary, Smoke (provides visual cover), Buckshot (essentially making the launcher a shotgun firing almost 30x the projectiles of a 12ga shotgun), Flechette (containing 75 2.5″ finned titanium darts all flying in a 360deg radius at 1500fps, effective range of 25m), and Airburst (explodes 5-10m above the ground, firing a combination of buckshot, birdshot, and 1″ flechettes downward covering a 5-15m radius depending on how high above ground it explodes; the closer the the ground, the more concentrated the shrapnel, while higher explosions cover more area but with less density, potentially only wounding some targets and even missing others completely)
    – 85mm RPG-7 (1rd, 6rpm) – standard ammo is a HEAT rocket with an 8m damage radius, upgradeable ammunition types include: tandem-HEAT causing 50% more damage and 40% larger splash radius, thermobaric rounds causing 150% increase in splash radius 70% more damage and 3x explosion duration, and also fragmentation rounds with only 5m explosion radius but flechettes being lethal up to 15m away but unpredictable in their dispersal pattern making them ideal for use when firing into an enclosed space and not wanting to damage the structure
    – 84mm AT4 (1rd single use, but 4 types) – 1: High-Explosive Dual-Purpose with a blast radius of 10m it is the most common type, and all other rounds are compared against it. 2: HEAT rocket designed to kill enemies through walls and other structures, does 60% damage and only 50% splash radius if fired directly at a target, but if fired through a wall or structure, the blast radius inside is 8m radiating from the point of impact and 2m outside, with 120% the damage inside of the HEDP. 3: Thermobaric rocket with a blast radius increase of 200%, damage increase against soft targets of 50%, is excellent for use against dense hordes of enemies. 4: Flechette 2-stage rocket contains 250 5″ long fin-stabilized titanium “darts”; after firing the first stage propels the rocket 5m and knocks off the conical head, at the 5m mark the second stage which is 4x as powerful blows open the sides of the rocket while propelling all 250 flechettes in a 45degree conical pattern at 2500 ft/sec, with a maximum effective range of 150-200m; as the damage does not come from the explosive charge, but rather the flechettes, there is no accurate way to compare splash damage, except to say that each flechette is somewhere between a .44mag and .50cal BMG in kinetic power, although penetration power through soft targets is significant, potentially able to pass through 5-8 targets at close range

    Also there would be placed and thrown explosives (frag grenades, claymores, etc), “unique” projectile weapons such as crossbows (silent but deadly), and weapon emplacements at overrun military roadblocks with everything from mounted .30cal M240′s to .50cal M2HB to fully-automatic 40mm Mk19 grenade launchers, maybe even M134a Miniguns firing 7.62mm bullets at 6000rpm. As the game progresses, one might even be able to mount such weapons at their own bases, assuming they have someone in their party with the mechanical prowess to install it, as well as being able to defend the 2-4 people it would take to carry it back.

    Don’t worry, this isn’t something I spent all morning typing; I have this list saved from a post I made on another forum a while ago, I just edited it a bit for this game.

    • Pannhead
      June 24, 2011 at 11:16 pm #

      To complicated. Whats wrong with just having a shotgun, maybe 2 different pistols and a couple full-autos? OH YES and a crossbow. Silent but deadly.

      • Pannhead
        June 24, 2011 at 11:21 pm #

        I’m just dont see the point in memorizing dozens of different guns and how good they are and what they do when their names when they’re just letters and numbers.

    • June 26, 2011 at 7:24 am #

      ._.
      It’s just… just…
      BRILLIANT!

    • July 23, 2011 at 2:45 pm #

      I did’nt even write that much for my English A-level

      Jesus……

    • Jackal
      July 26, 2011 at 6:56 am #

      I would love to see this. I have nothing more to say.

    • Phasma Felis
      August 10, 2011 at 6:54 pm #

      Jesus Christ, dude. I like firepower as much as the next guy, but a game like this needs *maybe* a dozen firearms max, and would probably be okay with, like, three. (Pistol, rifle, shotgun.)

      I dunno why people always want to turn survival games into hardcore military sims. Anti-tank guns? WTF?

    • September 10, 2011 at 4:42 am #

      thats way too complex nick, i think that sounds good but this game isnt on the specifics. maybe a few nameless guns would work but, attachments and ammo types? this aint call of duty. maybe they should add a reloading feature. then add a .357, or as it would be called in the game, a revolver. a 9mm semi auto. a double barrel shotgun, and a hunting rifle. maybe a cheap assault rifle like an ak 47 but that should be it for the guns, though, a truck with an m2 browning sounds cool. yeah there should be drivable cars. oh and a crossbow and bow, maybe indie should catogorize some stuff, like blade and blunt weapons.a kitchen knife, a cleaver, machette,switchblade. maybe a tire iron, lead pipe, and maybe a shovel and a wrench. maybe some new classes to go with that. like a hunter class and a mechanic.yeah hunter, mechanic ,military, and criminal classes. thats pretty cool.

    • Patrick
      September 28, 2011 at 8:35 pm #

      Problem: This isnt really that kind of game. That sounds like more of the layout for the weaponry of a first person shooter. Not a Zombie Survival RPG.

  22. good morning!
    June 21, 2011 at 7:14 pm #

    so… will there be any bug-fixing in the demo in the semi-distant future? it keeps freezing when i die some time after being bitten… i don’t really mind, but it gets a bit annoying…

  23. Safad
    June 25, 2011 at 8:06 pm #

    I don’t know if someone mention this already but it would be cool if you coul move stuff in the house
    for example, you could push a table against the door that way it would barricate the door

  24. July 3, 2011 at 6:16 am #

    The fire axe is the best weapon I’ve come across. It kills in one hit, has a fairly good range and can chop down doors fast for when you have to flee.

    Saved me at least a hundred times from being someone’s brain smoothie.

  25. Tuomas
    July 9, 2011 at 2:45 am #

    I love the demo, (here comes the retard part) but i cant figure out how to open the soup can xD

  26. Blueyedlion
    July 12, 2011 at 11:36 am #

    I think auto turrent’s would be a cool feature and security cameras that u could view using a computer or tv.

  27. DudeFromLatvia
    July 17, 2011 at 6:00 pm #

    I agree with Nick L. because that would give the game more detail. When i was reading all the comments, i could not think of something cool for the game… But how about digging? It would be pretty cool, if you could dig an escape tunnel in the basement to some other house or just outside, or make a base underground… It should be a pretty awesome game at the end! Cheers (>^.^)>

  28. PixelKnight
    August 10, 2011 at 7:00 am #

    Looks good, but the viewing angle seems to be little more than 90 degrees when in actuality, counting peripheral vision, humans can see in an almost 180 degree arc (which I based on holding my hands out to either side). Also, unless all characters are completely deaf, they should have at least some awareness of zombies shuffling up behind them.

  29. James
    September 27, 2011 at 11:22 pm #

    Will there be silenced weapons or the ability to make home-made silencers?

  30. alfieq
    October 17, 2011 at 9:22 am #

    Still in alpha or beta.. They will make one if they have time to do.. if you want rifles/Machine gun, then we wait for future release..

  31. November 20, 2011 at 7:14 pm #

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  32. Josh
    December 30, 2011 at 11:22 am #

    even in the pre-alpha stage this game is incredible, I can’t wait to see how this game turns out in the future, this is seriously everything I want in a survival game!

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  34. @seustace89
    March 16, 2012 at 3:29 pm #

    Hi, I’ve played PZ a couple of times and I think its awesome and what you’ve got lined up I can’t wait to get my hands on it! Although i’ve read a few comments where people mention about taking back the power station and making gangs and those sort of things. What I thought might be really cool would be for those who survive a long time and start to make a gang which could kind of position themselves within it, so like army style where officers control sergeants and they control corporals, etc. This could make surviving easier as the horde becomes harder, but every NPC and yourself still have to try and remain stable with each other. i.e. If your the leader and keep barking orders at people to collect food when they don’t want to in the rain, at night, if their ill etc. They start to become angry at you and push them to their limits and they might shoot you, making them the leaders or vice versa. Almost like where in the Sims you can build and break friendships with one another, a similar approach could happen here, so say your gang took over a building and your the leader, you could assign two close friends to protect you (If your above them in rank/position) and when that other guy breaks and goes crazy to kill you, or everyone else, they would try and kill him for you. Although if the NPC are clever enough they could betray you and you might assign the wrong ‘friend’ as a body guard and BAM a shotgun to the head without expecting it making them the leader, doing things their way. It just gives that extra whole element to the game of not only surviving the zombies (as at some point you’ll need to leave the building otherwise you go insane) but also relying on survivors to work together under stressful situations. Lots more to think about, especially if the city becomes huge and there’s multiple gangs who may want to work with you or kill you as taking control of the power station may be valuable to them. or if they are in control of the supermarket then trade will have to occur.

    Summary:

    - Make friendship system within NPCs like sims, possibly create army style gang interaction.
    - Make buildings that have value, which would change throughout timeline of game i.e. butchers shop good until food rots, then a corner shop with canned food becomes more important, etc.

    • @seustace89
      March 16, 2012 at 4:12 pm #

      I suppose a solution to the rank system could based on trust. If you have a new member you may not let them have a weapon for a week or so, then as friendship and trust build they progress to a baseball bat, knife, axe, pistol, rifle then shotgun. Sometimes you may have someone you don’t get along with but trust them or vice versa. And perhaps a deceiving recognition too, so although you trust and are friends with someone, they may have attributes of being fake which provides you flexibility where they stand in the gang!

  35. @seustace89
    March 16, 2012 at 3:30 pm #

    Just thinking about it now you could have some epic scenes!! For those who aren’t convinced here’s how i see it. it’s 18 months in…you’ve got a gang of 8 and you’re the leader… you’ve got hold of an old office block… your running low on food, but got loads of ammo… you and 2 mates run to supermarket to get food… along the way you find a wheelie bin where you store full of food, along with everyone else stored up too… it starts to get l dark and your pushing the wheelie bin back, but it takes time… another gang see you and start shooting… you loose a guy but kill the gang, but one escapes… zombies have been attracted… 3 choices… A) Leave food and return to building empty handed, gang not happy causes problems… B) get food into nearby building and hope to survive the night, gang get more food next day slightly happier, but tensions could grow among themselves if their all hungry… C) Fight off the horde and get wheelie bin back to base, lots of food, but the gang and you spend the entire night shooting zombies using almost all the ammo, well fed but now vulnerable… bad relations with last gang from before who may attack you… your all tired, defenseless, and tensions have built up… your leader what are you gunna do… or does your gang members have other ideas?..

    Imagine the extra amount of depth this game could have it got to this point… so much more characteristics and personality to the game! honestly if this was to happen i don’t think i could ever leave the game… if its a silly idea please tell me how to create a MOD it as I would love this!!

  36. @seustace89
    March 16, 2012 at 3:41 pm #

    Okay now this may be getting far too complex about this now and states that I probably should stop thinking so much… BUT… what if the NPC came to your base asking to join the gang… your mates let him speak to you after removing his/her weapons… you decide after sending him/her on a quest to prove their worth e.g. bring back a tin opener or kill so many zombie with an axe etc… then you decide whether to or not, which would also have an effect on the current gang, good or bad… Possible chance of the NPC being part of another gang and attempts to take you out or your gang or just pinches what they can for their own gang…

  37. March 21, 2012 at 6:38 pm #

    i have the alpha tech-demo and it is super good they are going to use in the future a minecraft style so you see everything like in minecraft and it is gonna be a large city just like dead frontier (deadfrontier.com) so this is gonna be a big epic zombie survival game

  38. Will Smith
    March 28, 2012 at 2:35 pm #

    Why not pick up and mirror or somthing, put it on a stick tape it to your shoulder and now you can always see whats behind? That would be a good recipe, of course it should have some disadvantages like:
    - Nausea (from walking while looking behind you, and straight ahead)
    - A new ”limb” the Zed’s might grab on to
    - Worse aim on weapons (unless the mirror is somehow taped to the barrel of a gun)
    - Reflects light (draws attention over a longer distance)
    - Unabe to run without breaking it (swinging rom side to side)

    And so on…

  39. April 6, 2012 at 11:33 am #

    Greetings! Very helpful advice within this article! It is the little changes that produce the biggest changes. Thanks for sharing!

  40. May 7, 2012 at 5:16 am #

    Yeah this is good

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