This time, the developers decided to tell more about the future craft system and hunting.
As developers have already told in previous news, most of the update of the craft system is associated with the creation of a single, powerful and extensive system for machines, craft stations and devices. This applies to both various things that you find in the world and those that you and your friends create.
The main part of this task was the creation of systems and development methodology that allows much more diverse/interesting crafts and devices much more quickly, which, in turn, is very important for modders and for the gameplay of a medieval post-apocalyptic society, which developers will now support.
At the same time, the game is based on a base that will allow you to implement many other aspects of gameplay – some of them will be included in the initial release 42, others will be added to subsequent assembly 42, and even more – to the main assemblies after that. (However, basic systems will be available to modders from the very beginning).
One of the advantages that gives the update of crafts is the opportunity to make an engineering and electronics gameplay much deeper. This system is based on the concept of components.
An example is the component "Entrance of power", ensuring the supply of electricity to the car from the external wire. Another component can be a craft component that contains a craft recipe that allows you to use any liquid or object in the component of the machine resources where objects, liquid or energy can be stored. It is important to note that each component also has an appropriate user interface designed to interact with the player.
This means that as our library (and library of community) of components grows, developers will be able to quickly combine them to create all kinds of gaming machines and devices. In addition, each component can easily apply a skin of a user interface (possibly already existing in the game, and possibly a new one) so that they look most appropriate.
The components can also be modified, that is, modders will be able to add new components, which can then be used as elements of intra -game functionality and the user interface of the machine.
The ultimate goal is to open the player access to these components as objects that can be obtained by disassembly.
For example, a security alarm will consist of a speaker, the input element of the battery and the motion sensor. The player can collect all these components, remove the motion sensors and install them around his base, connecting them to light bulbs so that they serve as a system of early warning.
At the same time, the speaker, which is part of the alarm, can be connected to the switch so that people on the base can create distracting sounds that scare away zombies or lure them into a trap.
These are only two potential game moments taken from the air, but good examples of believable use of components from real objects.
If you do not take into account all new professions and skills that will appear in the B42, this will finally provide engineering and electronic skills with a lot of usefulness – and will make any person with such skills valuable acquisition for any group of survivors.
This system will also become the basis for the craft wood, providing the functionality of workbenches, craft stations and more primitive machines. For example, for more medieval buildings of one of the forms of energy, the energy of rotation is, which allows you to use mills and other devices for powering machines and stations.
Ultimately, developers hope that any car or device on the map will simply be a combination of these components. Someone will be able to extract them and collect them together in a convenient way: each component will have simple inputs and outputs for objects, energy, liquid or logic.
If we take another step forward, then there will be the opportunity to create functional machines in various industrial cards – functional machines that can be used (possibly even plundered and taken to the base), and potentially make factory locations extremely valuable goals for plunder.
It is also ultimately added by a much more interesting gameplay to the construction of the base and the use of generators. Pipes and wires will appear in the game, facilitating the connection and connection of machines and home systems – instead of striking the position of water collectors to make efficient shells, or just put the generator next to the building and instantly power it.
How far it can go?
Checking the flexibility of the system, Turbbo took several existing sprites from the card to make sure that the system works normally for both our needs and for the needs of the Modder community.
The developers have so many things, so, most likely, by the time 42 there will not be a complete set of replaced "existing machines and devices", But they are sure that these new foundations of the PZ craft system will provide great opportunities for both the existing gaming process, and for the one that they planned for the coming years.
This, of course, was that part 42, the creation of which took the most time (which was not facilitated by illness and hospitalization of the developer in the early stages of development), but it is also the part that they absolutely needed to be brought to mind to ensure that huge The impetus in the development of the work of players and the community, which, as developers know, it can give. Now they are at this stage and are looking forward to the opportunity to demonstrate new applications in the near future.
Follow the deer
A small overview of the animal tracking system (still WIP). Perhaps she could look a little better in terms of visual variability of traces and direction of movement of animals, but it is formed as a rather funny.
Holster and unloading
In B42, not only holsters will appear, but a new item will also be added – the shoulder holster. In addition, now the developers have a military unloading that can be worn instead of a shoulder holster, as well as occupying places that clothing bags occupy.
This unloading provides two additional hotbar slots, which developers are now used for radio and knives, and also provides the ability to use a container that is superior in size to fan-rugzaki. These items can not only be found in the appropriate containers, but also see both existing and new types of zombie equipment.