The focus of this iteration of ZEQ2 is to mesh the 2007 ZEQ2 (Zios) gameplay & accuracy goals with much of the content & structure from the 2009 ZEQ2-lite release.Īlongside the continuation of the Dragon-Ball-Z-oriented ZEQ2 project will be a, as of yet unnamed, separate framework focused on creating a set of tools and utilities for building multiplayer fighting/arena based games in a simplified, yet robust, manner. FutureĬurrently, our proposal is a rekindling of the original ZEQ2 project using a more modernized game engine - namely Unity. While the artistic and config side of things continues to be very bountiful even to this day, the lack of committed programming contributors and internal design management has left the project short of an actual finished game experience worthy of mention or extended play.
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Over the years, a large number of new character, maps, addon packs, and even volumes of code changes came about from contributors of varied backgrounds. Given that gameplay was largely config-driven, entry-level and experienced individuals alike were greatly encouraged to tinker with the system within to achieve their own creations. Since there was no longer an active development team (nor organized development plans beyond the first release), the project was to be presented as an open-source (both code/media), community-driven concept that could be expanded upon artistically and programmatically.One of the big pushes was to ensure the work done by past generations of developers saw the light of day in some form. Though dated from later incarnations of design plans, assets, and rendering techniques, much of what existed was still part of the history of ZEQ2.The reasons and goal for release were the following : The project was a summer’s worth of work from Zeth and MDave to get the 2005 iteration of ZEQ2 into more working order. ZEQ2-lite was released to the public 4 years ago today (September 1st, 2009).