Zombie Grappling Physics Overhaul
45sDetailed physics improvements for zombie grappling and ladder mechanics create visceral, shareable moments.
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[00:00] Creativity
[00:45] Since the last alpha test, God Save
[00:47] Birmingham has received a ton of great
[00:49] feedback from players.
[00:52] Weapons and combat are what you had the
[00:54] most to say about, so we've added
[00:55] content and made improvements to both.
[00:59] We've adjusted the tempo of combat
[01:00] animations such as the player's weapon
[01:02] attacks and head stomping and improved
[01:05] animations overall. We've also aimed to
[01:08] reduce friction by enhancing the
[01:09] responsiveness of controls. To
[01:12] compensate for the players faster combat
[01:14] abilities, we've made zombies a little
[01:16] more durable to keep the overall pace of
[01:18] combat the same. Through these
[01:20] continuous improvements, we are striving
[01:22] to create combat that feels challenging,
[01:25] thrilling, and fitting for a gritty
[01:27] survival game.
[01:30] During this development sprint, we've
[01:32] added one-handed swords and hellbirds,
[01:34] and plan to continue adding more weapons
[01:36] so that players can discover and
[01:38] experiment with various medieval melee
[01:40] tools. We've also added unique
[01:42] animations for each weapon type, plus
[01:44] stats such as damage, stopping power,
[01:46] and durability. Players will need to
[01:49] choose their weapons carefully to
[01:51] optimize their chances of survival.
[01:55] We've also added a shouting action to
[01:57] lure zombies where you want them. Much
[02:00] work has also been done on the physics
[02:02] engine, which is one of Godsafe
[02:04] Birmingham's most important and unique
[02:06] features. We've enhanced the physics
[02:08] simulations for the grappling system,
[02:10] which governs how zombies grab, cling
[02:13] to, and attempt to drag the player down.
[02:16] We refined the technical mechanisms that
[02:18] control how zombies will attempt to
[02:19] fight the player and added new ways to
[02:22] break out of grapples, adding depth to
[02:25] close-range combat. We've also made
[02:27] various enhancements to the in-game
[02:29] physics engine. For example, lifting the
[02:32] bottom box in a stack or swing a chair
[02:34] into zombies will now consume more
[02:36] stamina, giving the system a more
[02:38] realistic feel. You can now place and
[02:41] move ladders freely at any desired
[02:43] location rather than being limited to
[02:46] specific spots. This was surprisingly
[02:48] tricky to develop. To make things as
[02:51] realistic as possible, the system runs
[02:53] physics simulations on ladders even
[02:55] while they're in use to allow for things
[02:57] like zombies knocking over your ladder
[02:59] while you climb. You'll have to use
[03:02] ladders carefully to avoid injury.
[03:05] In this development sprint, a new
[03:07] feature has been added that allows you
[03:08] to freely move through windows. If a
[03:11] building doors are locked or blocked by
[03:13] a horde, you now have another escape
[03:15] route. Through this sprint, significant
[03:18] improvements have been made to the
[03:20] crafting systems and content. Within
[03:22] Godave Birmingham, you can experience
[03:24] three types of advanced crafting:
[03:27] carpentry, blacksmithing, and tailoring,
[03:30] which will each aid you in your survival
[03:32] in unique ways. Unlike standard
[03:34] crafting, advanced crafting will require
[03:37] you to find crafting stations scattered
[03:39] in homes and buildings throughout the
[03:40] town.
[03:42] In this development milestone, we've
[03:44] added a significant amount of content
[03:46] and features related to survival, which
[03:49] is the core of the game. Chickens have
[03:51] been added as player livestock. To raise
[03:54] chickens, you'll have to find or build a
[03:56] chicken coupe, after which they'll
[03:58] produce eggs at regular intervals. But
[04:00] you'll have to select a location for
[04:02] your coupe carefully to avoid noisy
[04:04] birds attracting unwanted attention from
[04:07] zombies.
[04:09] We've made major developments to the
[04:11] weather system which is closely tied to
[04:13] survival. Players will now experience
[04:16] conditions including clear, cloudy,
[04:18] light rain, heavy rain, and fog. On
[04:21] foggy days, zombies visual perception is
[04:23] impaired. On rainy days, low
[04:26] temperatures will require extra
[04:27] attention to maintain body temperature,
[04:30] and new survival actions become
[04:32] possible, such as gathering rain to make
[04:34] drinking water. Time and daily weather
[04:37] patterns will continuously affect the
[04:39] ambient temperature. If the player is
[04:41] exposed to the cold for too long, it
[04:43] will begin to threaten their health. To
[04:45] survive, you'll have to take actions to
[04:47] maintain body temperature, such as
[04:49] dressing properly and warming indoor
[04:51] environments by lighting a fire.
[04:54] Just as starting a fire has become more
[04:56] important, so has handling it carefully.
[04:59] Fire can now spread to wooden objects,
[05:02] and the player can suffer burns if they
[05:04] get too close. So, you'll have to
[05:06] arrange objects carefully when igniting
[05:08] a fire. We've now added various
[05:11] historically accurate medieval
[05:12] beverages. Alcohol can quench thirst and
[05:15] reduce the character's mental stress.
[05:17] However, excessive drinking can cause
[05:19] the player to become intoxicated, making
[05:22] survival more difficult. So, remember to
[05:24] drink in moderation.
[05:27] We've further enhanced the existing
[05:28] sleep system. You can now improve the
[05:31] quality of your sleep by finding or
[05:33] crafting a quality bed. Additionally,
[05:36] you must maintain a warm indoor
[05:38] temperature and create an environment
[05:40] safe from zombies to ensure quality
[05:42] sleep and maintain your character's
[05:44] health.
[05:46] It's now possible to gather fruits and
[05:48] vegetables via foraging. You can collect
[05:50] wild berries from the forest outside
[05:52] town and vegetables from gardens
[05:54] throughout. Foraged plants won't start
[05:57] rotting until they've been picked. So,
[05:59] it's up to you to pick them at the right
[06:00] time or process them for long-term
[06:03] preservation. You can now interact with
[06:05] the river flowing through town. You can
[06:08] draw and drink the water. However, the
[06:10] water quality is poor and drinking it
[06:12] may cause an upset stomach. Fortunately,
[06:15] the stream water is great for cleaning
[06:17] yourself, making it a solid choice to
[06:19] visit anytime you need a quick wash.
[06:22] >> God, we've developed a new system for
[06:24] generating survival supplies within the
[06:26] village using fixed rules and random
[06:29] generation. We plan to continuously test
[06:32] and refine this system throughout the
[06:34] game's life to ensure players are
[06:35] experiencing challenging and exciting
[06:38] gameplay.
[06:40] We've improved the guide journal system
[06:42] first introduced during the alpha phase
[06:45] by incorporating feedback from testing
[06:47] results. Designed to provide minimal
[06:49] guidance to players entering the sandbox
[06:51] environment for the first time, the
[06:53] guide journal will function as a light
[06:55] tutorial and the story delivery
[06:57] mechanism. While gameplay would be
[07:00] possible without completing the guide
[07:02] journal quests, it's intended to assist
[07:04] players in acquiring essential game
[07:06] knowledge and adapting to the
[07:08] environment during their initial
[07:09] playthrough. Although it's not yet
[07:12] playable in this build, we've started
[07:14] developing co-op functionality. Once the
[07:16] multiplayer feature is stabilized, we
[07:18] plan to create an opportunity for
[07:20] players to experience it firsthand
[07:22] through an open test.
[07:32] Game
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