在steam上买了projectzomboid zomboid怎么没有激活码

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“Tough Zombie game!”
名称: Project Zomboid
类型: , , ,
发行日期: 日
开发者的话:
为何要采用抢先体验这种模式?
&Project Zomboid is a much more ambitious game than we could ever have hoped to fund ourselves. It has grown massively over the years, and it’s been a rollercoaster, but we find ourselves in a stable financial situation with an overwhelmingly positive reaction from the Steam community. We hope you will join us, but if not we understand. If you're not ready to jump in yet, then please consider us when we break out of Early Access.
How often do we update the community?We have weekly newsletters, known as 'Mondoid's, which we publish on our site and as a Steam announcement every Monday (unsurprisingly) as a small tonic to the depressing 'back to work' feeling. These detail what we've been up to during the week, often with sneak peeks of upcoming features, interviews, videos and all that goodness. We've had an unbroken chain of Mondoids for a long time now, and plan to continue them as long as Project Zomboid is developed. We also communicate with our community directly on our own forums and Steam forums, often with changelists for upcoming builds.How often do we update?We have a reputation that seems to diverge greatly when it comes to update frequency depending on who you ask. Many consider our game frequently updated, some consider us slow. In recent times it’s rare we don’t have a release within a month (including beta releases), and these always contain new gameplay features or major tweaks to the gameplay. Some features, particularly NPCs, have taken a long time to implement. This is largely out of our commitment to getting the features right and them not disappointing on release, but it should be noted that we make no apology for delaying their release until we feel they would be enjoyed, live up to people’s expectations, and most importantly do not have a detrimental effect on the gameplay or stability of the game.We will admit to a few long waits between updates in the past, but we feel from community feedback that the majority of our customers are very satisfied with the development of the game. It should be pointed out too that the game has significant modding support, with map editors and full unrestricted lua modding access. We have a vibrant modding community that can help plug the gap between updates. It should also be taken into consideration that the game is already very far through development, to the point where we now have
- There is a lot of content to enjoy in the game already and we firmly and proudly believe it worth its current price as it stands. Please consider reading some reviews if you are still unsure about the content of the game or the release frequency.Details of major milestones can be found below.What is required for 1.0?Two major features are yet to be implemented into the game, both of which are currently in full-time development each with dedicated full-time developer support. These are:NPCS - A far reaching and in-depth NPC system with character relationships, personalities, and an emergent story engine that allows for diverse and emergent character based zombie survival story unique to every playthrough. This also includes the tutorial, a return of Kate and Baldspot who starred in the early alphas of the game.Vehicles - Fully physics modelled 3D vehicles, siphoning petrol, mechanics skills.Several features require either significant modifications, rewrites or completion before we could consider 1.0. Map completion - We still have a major city, an army base, more wilderness, and several small towns to implement to the game map.UI Rewrite - The UI isn’t perfect by any stretch. We would like to get a more intuitive and ergonomic UI system implemented.Stealth / Combat - New animations to allow for stealth mechanics (looking round corners, crouching behind walls, cover etc) as well as a rewrite of the combat system to leverage new animations to make combat more involved, intuitive and fluid.We want to have all this in the can this year. However, we tend to avoid ETAs because Early Access development in particular is often filled with unknowns and we want to ensure we get these highly anticipated features right. In the meantime however we will continue to update the game and provide new features for our community to play with. One of our developers full time responsibility is providing frequent and new items, crafting recipes, skills and survival gameplay elements to fill out any holes in gameplay, and provide frequent feature rich game updates in line with community feedback, while the other developers focus on finishing these specific remaining major features.What about after 1.0?At this point, once we feel we have
(except the last one, ahem, ignore that. Absolutely no one wanted that, it turned out), as well as the extra things detailed above, and the game is sufficiently polished and bug free, we will launch the game as 1.0 and leave Early Access. What happens at this point depends entirely on whether the game is making money or not, but given the past solid performance of the game we see no reason why it shouldn’t be. Several developers within the team will likely start exploring our second project at this point, however we have dedicated and passionate developers who were brought into the company via the Project Zomboid modding community, emotionally invested in the game, who are already a big part of the development and communicating with the community. As long as Project Zomboid is making enough to support their continued development of the game, and they are happy to continue working on it (which seems likely), we will continue making Project Zomboid indefinitely as long as there is interest. That all said, we can’t make any solid promises beyond the 1.0 mark, however there are countless things we would love to do that go way beyond 1.0 and sales make us confident that we’ll get the opportunity to explore them. Truth be told, given that it was Zomboid that put the money in the bank in the first place, as long as our company is secure and we can fund any other project's development comfortably, it's very probable we'd be willing to put some money back into the game beyond the point it's sustaining itself if there are any features in particular we can't bear to leave out of the game. Words are wind though, and all we can do is guess where we'll all be by then. We really want to keep this train going as long as we can though, as long as it continues to the benefit of the game. At which point the modders will hopefully take the mantle with almost unlimited access to the game's core.Development CostsHere we hope to give you a better idea of how the sales revenue from Project Zomboid will support development of the game. While we will keep particular developers salaries confidential, we would like to offer a breakdown of developer and office locations, along with the average rent costs, reported on
for the Indie Stone offices, along with each developer's location to give you an idea of relative studio costs. It's become clear to us recently how significantly this factors into Early Access games chance of continuing development and we hope others will follow suit in divulging this information.All percentages are in comparison to New York City (100%)
- Other examples would be San Francisco (98.66%), London (93.81%), Moscow (52.71%) and Delhi (9.53%). The lower the % the further your purchase of an Early Access game will go to fund development (or more crucially how long that money will last), as accommodation costs correlate pretty closely with expected salaries and costs of living and working in that location. (Please note that in several cases the developer lives sufficiently outside the given city to make the actual %s likely much lower than reported)3x Developers + Office Newcastle Upon Tyne, United Kingdom -
32.37%1x Developer Brighton, United Kingdom
- 56.37%1x DeveloperToronto, Canada
- 51.78%1x DeveloperSurrey, Canada
- 30.87%1x DeveloperLille, France
- 31.59%Monthly development costs are currently recouped within approximately the first 1.5 weeks of the month on average, which means at present each month produces extra funds to further develop the game should sales dry up. This does not include sales or other promotions.What if PZ stopped making any money tomorrow?The Indie Stone have made sufficient sales since launch on Early Access to ensure that if the game stopped selling any copies tomorrow, the entire PZ dev team could carry on funded development as at present, with no reduction in workforce, for at least the next two years, potentially longer. This would not be an ideal situation for us, of course, but we are committed to finishing every major planned feature before we consider moving the game to 1.0. Considering the financial situation we are in at present, the chances we will not be able to fund the remaining development of the game are quite small.In the worst (and least likely) possible of financial cases that required the disbandment of all paid developers of the game, 4 of the listed developers are directors of The Indie Stone with an invested interest in the success of the game and company, who would cut their income significantly and/or supplement development of the game with other work to get through any financial difficulties. Despite this no doubt causing progress to slow significantly, the 4 directors hold all required skills to continue development of the game during this nightmare scenario.&
这款游戏的抢先体验状态大约持续多久?
&See above!&
计划中的完整版本和抢先体验版本到底有多少不同?
&See above!&
抢先体验版本的现状如何?
&See above!&
在抢先体验期间和结束之后,游戏价格会有所不同吗?
&It will likely be ?5, $8 more expensive once we hit 1.0. Due to our commitment to making sure early adopters get the cheapest price in appreciation of their early support, we will never appear on bundles, or in sales that take it to or below the original alpha price of ?5, $8 until a long time post 1.0. This commitment also means that, until 1.0 and the price increase, we will never be willing to go beyond a 40% sale.&
在开发过程中,你们是如何计划让玩家社区参与进来的?
&See above!&
购买 Project Zomboid
-40%? 48? 29
购买 Project Zomboid 4-Pack
Get one copy for yourself and give the other three to friends!
-40%? 133? 80
Merry Christmas survivors, joy to the world and all that business. With opening sentence festiveness over then, let’s see where we’re at with a few things.VEHICLES BUILD 31Vehicles Build 31 is out now, and is primarily one of bug-fixing – with corrections, balancing and optimizations being the primary focus as work towards pushing vehicles toward stability and their public release.We’ve still got some work to do with remaining MP sync issues, which Yuri is currently addressing, and there’s an annoying rooftop rendering regression bug to address still – but general issues covered in this latest public test build include: disappearing skill books, lock syncs, giganto cars on 1x tiles, everlasting street lights and various issues related to vehicle loot.In Build 30 zombies were also given the ability to set off house alarms when swarming a house and breaking windows – but we’ve turned this off until we’ve looked ‘zombie awareness’ optimization in the new year. People did seem to be enjoying the added chaos to the first few hours of the game, however, so it’s been made available as a sandbox option.ZED OPTIMIZATIONThe combination of BitBaboon Steve’s map streaming smoothening and ChrisW’s work with the non-rendering unseen tiles has resulted in a far more playable games when it comes to the vehicle build – with the biggest strain on performance now being the zombies themselves.In towns and densely populated scenarios the combination of players covering large distances more quickly and their vehicles having wide radius of zombie attraction means that more zombies are being stirred up than ever before.Yuri, then, has been investigating the best ways to optimize their heightened enervation – to give us some wiggle room when it comes to difficulty and zed population without sacrificing FPS. He’s even done some graphs
or that seen below:Right now zombies will ‘walk towards’ sounds they hear in a straight line, until they hit a fence, wall or building. At this point they enter a more costly ‘PathFindState’ that will direct them towards the player, which in all honesty isn’t very zombie-like in any case. As the above graph shows, with hundreds of zombies responding to car sounds at long range this is causing major lag in areas like West Point.To improve this over Christmas Yuri will be creating a ‘WalkAroundBuildingState’ which will be used for any zombies outside of close range of the player (off-screen to a SP player). This will be a simplified version of the traditional zed pathfinding that funnels them along a building’s wall in a direction that brings them closest to the player, going back into ‘walk toward’ when they have circled the building.As such zombies will be able to navigate past buildings without dragging processor power, while still displaying suitable dumb zombie behaviours to MP onlookers, or the player themselves if they are watching a horde following a distraction or a house alarm.ANIMSAs of the public release of the vehicles build we’ll have the full animation system lying dormant in the released code, waiting to be turned on bit-by-bit in the test versions that follow.Right now it’s all behaving better than expected – but has a sweep of bug-fixes required that’ve either appeared during the grand unification process and the introduction of Bitbaboon Mark’s tool-based ‘AnimZed’ editing and implementation., for example, for some reason vehicles (despite being drivable and tinkerable) aren’t visible – and elsewhere the player character turns into a squiggly nightmare when climbing through windows, and can often snap a full 360 which looks decidedly strange.Once these kinks are ironed out Mark will be moving onto optimizing these processes (the focus has been on getting stuff working, with the tightening of loose nuts and bolts to come later) while Martin can concentrate on improving visuals – and maybe have a model for a trouser-wearing male that doesn’t look quite so… tight-fit and 1980s.A full sanity data pass of the entire data set will also be required soon, so Mark will no doubt be calling on his Technical Director management skill-set to get a full export/validate system going with Martin to get it done quickly and easily.Today’s supermarket sweep . A general list of stuff added to PZ, and vids of features being worked on, is kept – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the
should you feel like editing or amending something, and the that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter ! is open for chat and hijinks too.
Hey all. Current PZ thinking is to get final features into Build 39 (current Vehicles beta) as soon as we can – then concentrate on bug fixing, polish and further optimization in the new year. Outstanding features include injuries to player in car crashes, a few more Mechanics components/repairs, better SFX and Turbo’s new fog/snow effects seen below. There are
popping up now detailing how cars are changing people’s play-styles and mixing in some new fun elements, so it would appear that we are on the right track.VEHICLES BETAVehicles Test Build 30 has been released – and its full patch notes . The biggest change in this is probably the addition of BitBaboon Steve’s optimization to map streaming – which removes locks between game threads when it comes to chunk loading. This should make for a smoother ride for our testers.This said, there’s still work to do – our internal build was running with a better FPS in West Point so we need to do a smidge of digging today, while Steve needs to figure out a few remaining locks. After which the next optimization improvement will likely be in the zombies themselves. Zed attention is currently called in to cars over a wide radius which (while difficulty still needs balancing) still has too big an impact on performance in high population scenarios than we’d like.Elsewhere, Vehicles 30 also introduces WIP collision detection for road furniture, and damaged sprites from Mash to accompany them. This work isn’t complete, and we’d like any weird behaviour reported. Mail boxes, stop signs, garbage bins etc will now appear as damaged when hit at the correct speed.In terms of other new content (generally Thursdoided ) there’s a bunch of new stuff for the Mechanic skill – from which we’d like to get some more feedback if possible. There are now Mechanic skill books, a lug wrench for removing tires, Mufflers to impact on vehicle noise and an update to the key system that gives the key-bearing driver an icon above their head when close to the vehicle. Likewise keys are now visible in the ignition, and to more clearly demark which car they belong to are coloured the same as the car’s paint job.Annoying bugs fixed include railings now rendering properly, shoved zeds no longer being drawn behind walls, furniture being rotate-able again and walls no longer obscuring the player on staircases. In general game-wide fixes, meanwhile, trapping has now been fixed – alongside a bunch of longstanding recipe and crafting oddities.FOGGY BIZNESSTurbo reports that his fog and snow effects are almost ready for integration into the vehicles beta and proffers this car-starring video as proof.ANIMSIn terms of Animation work, as we haven’t mentioned it in a while, Bitbaboon Mark currently has the existing anims working with a skinned mesh renderer – which as we’ve mentioned before means that dev-side we can toggle between the two and make progress without breaking anything. This also means that as we bind in the rest of the new anim code, Mark’s Animzed dev/modding tool and start to optimize to cope in densely populated areas then we’ll be able to be a lot more visible in terms of progress.As ever, we understand the frustration that all this remains out of reach while the rest of the team beaver away on vehicles – but we have the right people doing the right stuff backstage. Likewise we have an ever-growing catalogue of models to flesh out the game world from Martin when general work moves on from vehicles and into the builds beyond.MODDERINGConnall, alongside being king of the small suggestions thread, is now the overseer of
– requests from the modding community for documentation and small tweaks to game code that will make their lives easier. The first part of this mission, meanwhile, has been in curating . Connall is also regularly available in the modding channel on Discord should anyone need pointing in the right direction for anything.Today’s hail of bullets . A general list of stuff added to PZ, and vids of features being worked on, is kept – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the
should you feel like editing or amending something, and the that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter ! is open for chat and hijinks too. ShylokVakarian’s Great Loot Search , meanwhile, and oh man: ?
在讨论版中为这款游戏汇报 BUG,并留下反馈
“What can I say? This game's interface looks so simplistic by today's standards, and yet the Indie Stone team has managed to possibly create one of the best post-apocalyptic zombie survival games in existence to date.”“Most realistic zombie apocalypse scenario game to date.”“The gameplay is surprisingly addicting, sometimes I look at the clock and wonder where the last 4 hours went, but looking at my fort shows me where they went.”
关于这款游戏
Project Zomboid is an open-ended zombie-infested sandbox. It asks one simple question – how will you die? In the towns of Muldraugh and West Point, survivors must loot houses, build defences and do their utmost to delay their inevitable death day by day. No help is coming – their continued survival relies on their own cunning, luck and ability to evade a relentless horde.
Hardcore Sandbox Zombie Survival Game with a focus on realistic survival.Online multiplayer survival with persistent player run servers. Local 4 player split-screen co-opHundreds of zombies with swarm mechanics and in-depth visual and hearing systems. Full line of sight system and real-time lighting, sound and visibility mechanics. Hide in the shadows, keep quiet and keep the lights off at night, or at least hang sheets over the windows.
Vast and growing map (loosely based on a real world location) for you to explore, loot and set up your fortress. Check out Blindcoder’s map project: Use tools and items to craft weapons, barricade and cook. You can even build zombie proof forts by chopping trees, sawing wood and scavenging supplies. Deal with depression, boredom, hunger, thirst and illness while trying to survive. Day turns to night. The electricity falters. Hordes migrate. Winter draws in. Nature gradually starts to take over.Farming, trapping, fishing, carpentry, cooking, trapping, character customization, skills and perks that develop based on what you do in-game. Proper zombies that don’t run. (Unless you tell them to in the sandbox menu).A ton of amazing atmospheric music tracks by the prodigy that is Zach Beever. Imaginative Challenge scenarios and instant action ‘Last Stand’ mode, on top of regular Sandbox and Survival Full, open and powerful Lua modding support. Xbox Controller Gamepad support on Windows. [Others pads can be set up manually. Gamepad support not currently available on Mac]We’re a small team at the moment, but we’re also committed to providing the following:The return of our PZ Stories mode that also serves as first ever tutorial actively trying to kill you at every turn. Kate and Baldspot return!In-depth and varied NPC encounters driven in a persistent world, powered by a metagame system that turns each play-through into your very own zombie survival movie with emergent narrative gameplay.Constant expansion of the countryside and cities around Muldraugh and West PointFull wilderness survival systems, animals and hunting for food. More items, crafting recipes, weapons and gameplay systems. Steam Workshop and Achievements supportFor more details on the game follow us on
or visit A huge thanks to the wonderful
for making the awesome intro video. If you love indie games their channels are well worth a sub.
SteamOS + Linux
Nb. This is an Early Access game. A demo has been provided so you can be sure the game runs on your set-up to your satisfaction.Radeon 4xxx series (or below) graphics cards / Please make sure to try the demo before purchasing!OS: Windows XP, Vista, 7, 10
64bit OS required Processor: Intel 2.77GHz Dual Core Memory: 2Gb Ram Hard Disk Space: 1.23gig
Video Card: OpenGL 2.1 compatible dedicated graphics card Sound: OpenAL compatible sound card
Nb. This is an Early Access game. A demo has been provided so you can be sure the game runs on your set-up to your satisfaction.OS: OS X 10.7.3, or later.
Processor: Intel 2.77GHz Dual Core
64bit OS required Memory: 2Gb Ram Hard Disk Space: 1.23gig
Video Card: OpenGL 2.1 compatible dedicated graphics card
Sound: OpenAL compatible sound card
Controllers currently unsupported in Mac
Nb. This is an Early Access game. A demo has been provided so you can be sure the game runs on your set-up to your satisfaction.Processor: Intel 2.77GHz Dual Core
Ubuntu LTS 6.04/Steam Machine. Requires Libgcc 6 or higher Memory: 2Gb Ram Hard Disk Space: 1.23gig
Video Card: OpenGL 2.1 compatible dedicated graphics card Sound: OpenAL compatible sound card
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