Steam Games0.62 DayZ

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KungfuBeer
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Thu Jun 29, 2017 5:23 pm

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Dev Update/Hicks
Greetings Survivors.

This week, I don't have too much for you, as a great deal of everything I've been so excited to work with Peter on over the last few years is entirely dependant upon the successful implementation of DayZ's new spine („DayZ 2.0“ as Peter lovingly referred to it in our 0.62 Developer Live Stream). This Status Report, I wanted to talk the opportunity during the wait for BETA to clarify a few points about our in game economy, and the continuing work that Peter, our programmer Frantisek, myself, and others are putting into it.

Everyone on the dev team sees the same issues as everyone else. Buildings with repeated spawns of the same item in some situations, some items ending up clustering in one region of the map, helicopter crashes not spawning firearms (psuedo-intentional currently), and of course the availability of early game supplies.

BETA isn't just about the new animation system, and related components. The programmers responsible for the central economy have reached the end of what they can do on 0.62, and a lot of work to address some of these issues has actually been done, but is on the 0.63 branch.

Obviously this will need some testing and iteration to get it to where we want it - but I wanted everyone that follows developement of DayZ to be aware of the fact that we do know, and that we want it to improve as much as you all do. Heli crashes should spawn firearms, hell some of the stuff we have coming in the pipe has been discussed as clearly being dynamic event spawns only - so that people have to hunt these items down and can't just go to a static location to find them.

There are many small details to DayZ that have a ripple impact on all connected points of gameplay, and the economy is a perfect example of this. Without it functioning properly, all the fancy improvements, fluid character movement, enhanced visuals and so on won't matter because the new player to DayZ won't be able to feel like they can learn, and master the world. They won't feel empowered early on to take on the challenges of surviving in Chernarus, if they can't understand how to find basic supplies.

I could ramble on about this for hours, but I'll save you all that wall of text - Eugen, Peter, and Viktor will take it from here. I look forward to seeing you all in Chernarus, be it on 0.62 or beyond!

- Brian Hicks / Creative Director



Dev Update/Eugen
Hi everyone! Since this week, everybody is really swamped with actual development work, I'll try to fill in for the lack of cool visuals or exciting new feature documentation and reflect upon some of our past decisions on the technology side of things.

With the mindset of developing technology first to enable our vision for DayZ platform, we have gone through number of changes internally. Things were cut, changed, deprecated and sometimes reintroduced to get a good and fun anti-game first and foremost. However, all the work that was necessary to achieve this vision has shown us how large our technological debt was at the time. All that lead to plans that were clashing heavily with how fast we were able to remove the debt, and we ended up prototyping a lot of our vision in old technology to see what works, and what does not.

We have shown a number of roadmaps that have proved to be a failure on our part. Anticipating, or predicting the effect that the technology debt can have on development speed is a very hard endeavor - and we have learned the hard way. It has always been a good plan longterm for both the game and the company. But we all do believe that what DayZ is supposed to be has not been achieved yet, and we plan to deliver on that notion.

For years, we have worked with the best intentions on a good technology base for all features that this sandbox would largely benefit from. Going forward, we want to start sharing some of the internal documents to show what that means to us, how it fits within BETA and full release. We anticipate a lot of features will make it to the first BETA release of DayZ on this new technology base, meaning that the things that we haven't been possible to fix, change, improve, or make at all will get the much needed spark and detail.

It's perhaps not going to be one big swoop for every single part of the game, but it certainly feels like playing a new DayZ. We hope that this will show the possibilities of our new technology and inspire modders alike to be far more ambitious with their goals.

If you look at the gameplay of DayZ, one of the main and core pillars of it is the player itself. We have created mindmaps on design side that help us with the longterm vision of how (and where) the player interacts with the enviroment, or with the game. The graph you see below shows the base of what new player should be able to do by 1.0, with most features being available during BETA.
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DayZ Player Features Diagram (PDF, 1MB)[dayz.com]

And that’s only the overview of the player character interactions, not mentioning other features (say, base building) or the infected. DayZ is truly vast in scope, and there is a lot to go through, but starting here is important.

I think you (the players) and we (the developers) want the same thing. There will be differences here and there, don't get me wrong. But we share the idea of having a multiplayer sandbox with apocalyptic background that’s unforgiving, immersive and gets your heart beating when these scenarios you have been imagining in your head become possible. We want this technology to allow just that. To serve as platform for a game where you get into these intense situations, or maybe just sit down at a fire with a friend. Where it feels almost real.

We know what the game should be, we didn’t want to be held down by constraints of past, and have chosen to do our best and get the limits out of the way. I don't want to sound like a broken record, I just really want to play this thing with you guys and get lost in Chernarus again.

- Eugen Harton / Lead Producer



Dev Update/Viktor
Hi everyone!

I'll be very short this time as we're still working hard on player character and firearms animations. What I can tease today is a couple of GIFs with some upcoming new gestures that I was talking about in my recent Status Reports. These new animations include military gestures, as well as new taunts. Here is the preview of some of them:
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Dev Update/Martin
Survivors, I have a brief update for you from our small marketing/community department within the DayZ Dev Team and Bohemia Interactive. As some of you may know, we set ourselves a goal to improve the DayZ website and make it (much like DayZ itself) more modern, functional, and fun to use in general. It's the single most important communication channel that we have to engage with our community, and it deserves our attention for sure.

On the related forums thread[forums.dayz.com], we've been collecting your feedback on our website, and the Bohemia Interactive online services team has succesfuly implemented some of your ideas (like having a proper search function, or tags to quickly sort through content). While there is still a lot of work to do on the actual content of the website, you can already check out a preview of the general design direction the DayZ.com website will be taking: our friends over at the Bohemia Interactive Mobile Team have announced the release of Mini DAYZ on mobile devices (3rd of July, save the date!) and their new website at http://www.minidayz.com/ shares some of the basic design elements that we will be using at DayZ.com as well.

Other than that, we are getting ready to keep everyone well informed while our developers are doing all the hard work on the first BETA build. What lies ahead of us is probably one of the greatest challanges that we have faced in terms of communication - we need to do our best to keep your interest high with no other major updates scheduled for release before BETA, and at the same time, we need to make sure that the world knows that DayZ is still alive, and very much kicking when BETA happens. As Eugen mentioned, some of our past estimates were not quite right, and it's always the bad news that stays in everyone's minds.

In general, do expect more of what we did for the 0.62 release (video content like the 0.62 Update Overview, and the 0.62 Developer Live Stream), and be ready to play a huge role in all that - our community is one of the three pillars that support everything we do at Bohemia after all.

That's all from me, let's see what Baty has for you this week! I think she mentioned something about us having an Instagram account... :)

- Martin Čulák/ Brand Manager
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Wed Jul 12, 2017 12:21 pm

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Good afternoon Survivors,
This week, the summer holiday is in full swing in Prague and Bratislava, which means that some of our developers are enjoying a well deserved vacation, while the others are super busy keeping the development process going. This unfortunately means that our Status Report will be rather brief and dry this time, but as always, we managed to come up with some interesting bits and pieces on what's happening behind the scenes. The main topic this week is the much discussed introduction of server browser tabs. Adam and the environment team is looking at all the settlements across Chernarus, and meanwhile, our friends over at the Bohemia mobile team released Mini DAYZ on mobile devices. It was quite the success to say the least! Let's get to it now, shall we?

Dev Update/Hicks
Greetings Survivors!

This Status Report, I had something short and sweet for you. I wanted to take the opportunity to address adaptation to changes, and changes coming forward in general.

I know some of you were confused about the changes to the server browser we mentioned in previous Status Reports, and it raised a small concern for me when it comes to larger changes in the future. The changes to the server browser organization are absolutely vital for the final product of DayZ. I know it might seem confusing now but we, as developers need to look at the bigger picture.

Presenting the new user with the intended, vanilla experience of DayZ is absolutely critical. If a new user hits the play button, they should be paired with the best candidate official server. If a user looks at the server browser, they absolutely should be presented with Official Bohemia Interactive servers. Servers that present the experience we have laid out, and that we know won't be resetting storage, and will all be on the same central infrastructure.

I fully realize that now it might seem confusing to some, and now it might not seem to make sense based off of the current state of the build - but I promise you, it makes sense in the long run. I'm also aware of concerns with regards to some official servers going offline and people losing their camps, and I promise you - this is something that will be looked at, to ensure user progress and protection from unintended player progression loss.

As far as other changes moving forward, the sheer nature of how you interact with the world and the gameplay systems involved in it will inherently change. Simply put, things just flat out operate differently. Not only do all of these extensive changes coming in 0.63 and beyond allow us to bring DayZ to be the experience we want it to be, it also allows us to get rid of nasty pesky issues related to the previous system limitations. Be it addressing the nasty "apple spam" or the frustrating deaths at short heights, or even duplication through abuse of animation system glitches. I'm not saying this will resolve every issue present, but it puts us in a position to be able to more easily, and more stabily resolve these issues.

That's really all I had for you guys for this Status Report, but keep in mind - no one is looking forward to playing 0.63 on Steam more then us, the developers.

- Brian Hicks / Creative Director


Dev Update/Eugen
DayZ has always been a bit of a hybrid MMO - a combination of character and world persistence where instances act like shards themselves, and the official set of servers focusing on the "vanilla experience" - with the future expectation of additional variety with customizable modded servers.

By being that open, we closed some doors for us to go full on on that notion of a never-ending progression in an online world - one that games like Destiny or The Division utilize. On the other hand, we still want to keep the idea that allows one player to spend a life of multiple characters across these shards, and have the variety of these different experiences that are consistent with our vision.

As Brian has explained today, and in previous Status Reports, I just want to say that the main idea behind the recent tab separation is to maintain two separate worlds for our players. The "vanilla" one where you can expect a consistent experience, and the community one, where (when the BETA hits) you'll see a large variety of different gameplay and tweaks, with as much information as we can provide on the types of changes you'll experience there.

Our goal is not to hide these community experiences, but only to show and highlight the difference. I understand that majority of people play on private servers nowadays, as there is more of that curation as to what happens there, and the dangers of vanilla where anything can happen might not be suitable for everybody. But we do believe that giving a choice and information about these differences will be crucial going forward when server files are released.

You'll get a large variety of gameplay and setups, and less of a curated community vanilla experience that we at Bohemia will focus on. We expect that community will supply different maps, PvP modes, roleplay, and more. DayZ mod is a good experience to look back on as it has spawned multiple mods and changes, while vanilla experience attracted less and less of the player focus over time - which is understandable. As you spend hundreds of hours there, and want to try new things in this never ending world. We want to see the same thing with less hassle around doing so. You want to play a mod, we want you to see what that mod is, make the flow of playing without any obstruction, and we want to highlight these different experiences for players seeking them.

I also want to touch upon the subject of 0.62 development, as it's slowly closing up with a last couple of critical fixes getting merged in, such as crash fixes. When we move on, we want to be sure that your experience is as stable as it can be, within the limits of knowing that everything is going to change when BETA hits. All these small things will help us with this huge transition.

As I have said multiple times, we believe that we have something great ahead of us that will realize the vision all of us had for what sometimes feels as forever. So yes, we are now focusing on combat first and foremost in our internal version - and we want to share that with you as soon as possible. There are multiple build reviews every week, as we march towards this long awaited goal.

To give a glance at the currently open development items in our teams:
  • Programmers
    • Vehicle controller refactor
    • New animation system for infected
    • Animation events for player
    • Communication systems optimization
    • Mosin 1930 basic state machine and script class
    • MP 133 basic state machine and script class
    • MP5 basic state machine and script class
    • CLE (Central Loot Economy) tweaks
    • Physics and optimization tweaks
    • Bug fixing
    Animators
    • M4A1 animations
    • Player turns for pistols
    • Unarmed & one hit reactions
    • Player graph fixes
    • IK (Inverse Kinematics) poses
    Designers
    • New player and item spawn definition
    • Player action targeting and floating cursor
    • User actions in multiplayer
    • Advanced placing system
    • Inventory UI refactor (crafting, character)
    • Aiming model
    • Melee combat targeting
    • Traps with grenades
    • Weapons handling
    Audio
    • Bug fixing
    • Sounds for animals
    QA
    • Playtesting the 0.62 update
    • 0.62 feature testing
    • Internal client stabilization
    • CLE testing
    Art
    • Old assets rework
    • Detailed object layout for western border (locations west of Lopatino)
    • NWAF overhaul
    • Location names revision

- Eugen Harton / Lead Producer


Dev Update/Adam
With .62 update being on stable branch for over a month now, we have pretty much transitioned strictly to goals for the update 0.63 and onward. Primary focus being the overhaul of the North West Airfield, finalisation of tourist trails and additional locations on the western border of Chernarus (along with overall tweaks to the area).

In this status report, I would like touch a bit on the topic of the plans on western border - where we are going with the changes and additions that we work on now. Our aim is to preserve its wilderness look. We wont be populating this part of the map with lots of settlements like we did on north. Instead of that, we are focusing on adding more lonely locations such as lodges, tourist destinations (tourist trails will be extended to western border) and industrial/farm locations.

That being said, western border is quite a huge area by itself, and so it would be a shame to not to include anything that would resemble a settlement. There are currently three tiny settlements in the works, most of them composed of few houses scattered around without some structures like you are used to in the mainland of South Zagoria. Following pictures show one particular settlement located just south of the new castle that has been added in update 0.62 (and already received more details and polish now!).

Please keep in mind that these pictures show work-in-progress content:
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And just to give you an idea, how we imagine some lonely locations, here is a screenshot of lonely lodge somewhere on the western border:
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Now I would like to give you some names instead of using "new castle" or "new settlement", but the truth is that we have to yet figure out some proper names. This is particularly important for the finalization of tourist trails task, and so in addition to mentioned map tasks, we are also in the process of revisiting all location names that are currently used on Chernarus, along with figuring out names for new locations or locations that are worth naming and were not yet named.

Goal of this revision is to also make sure names are somewhat consistent between each other and fit the overall theme of Chernarus. There are over 230 entries (names for settlements, terrain features,..) that we currently work with, but luckily, we've got help from Ivan Buchta - one of the key members of the team behind the Chernarus for Arma 2, to make sure we do not deviate from the original naming rules and that you all will be able to call parts of the map with proper local names[/u] :).

- Adam Franců / Senior map designer


Dev Update/Martin
While we're still very much on hold with pushing any release buttons for DayZ on PC and consoles (as the development is breezing towards BETA), I'm more than happy to share some of the excitment that's currently flowing through the veins of everyone at the Bohemia mobile team. On July 3rd, after some time of soft launch testing, they finally launched the iOS and Android versions of Mini DAYZ worldwide!
Being 100% free to play (there's no catch, no in-app purchases or hidden transactions - it's just free, plain and simple!), Mini DAYZ stays true to the survival heritage of DayZ standalone (and the mod) by being incredibly unforgiving. It's something that I personally find very refreshing, especially on the mobile games market, which somehow always leans towards very casual and clichéd genres.

The good thing is, I am probably not alone, as Mini DAYZ has been occupying top positions in appstore charts across the worold ever since it launched on July 3 - which is well, well deserved, even more so when you realize that Mini DAYZ was originally just a fan made project! Hats off to our mobile team, and especially to Mike Azovskikh, the original creator of Mini DAYZ for web browsers who spearheded the development of mobile versions here at Bohemia!

I encourage you to download Mini DAYZ on AppStore or Google Play - for now, it's single player only, but still offers a very entertaining balance of healthy frustration and fun :).

Well, that's it from me today - the next time I'm doing a Status Report, it will actually be related to that one DayZ that you all really care about. Gamescom is getting very close... but for now, let's see what Baty has for you this week!

- Martin Čulák / Brand Manager

Community Spotlight
Hello Survivors!

First thing I would like to address today is the new server browser. It seemed to confuse you a bit, because a lot of you were struggling to find your favorite community servers.
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When you launch DayZ and open the server browser, you will find yourselves on the Official servers tab. If you select the „favorited“ checkbox, only the official servers which you have added to your favourites will be displayed. If you change to Community tab and select „favorited“, you will see your favorite Community servers only.

It's so simple!
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And now, we will look at two of your videos. Wobo did a couple of tests and prepared 30 tips for update 0.62, which you may have not heard about previously. Make sure to check it out, you could be surprised.
Some of you will surely be familiar with the name TheLonelyBandit. Last year, he decided to create a challenge video, where he was getting food and water only from people he mugged. He returned to it now and his video where he attacked a really nice guy entertained me a lot. Watch him survive without the usual supply of food a water!
A lot of interesting stories develop on the DayZUnderground servers thanks to organic role-play without rules. Stories of ordinary people trying to survive, as well as faction members who are not afraid to take your possessions and your life. Short articles "Humans of Chernarus" will allow you to look inside the mind of such people.
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And again, we have another peak into our office:
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