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⚠️Disclaimer⚠️ Please be aware: Information shared in our development blog represents a work in progress, not the final product. Contents and features discussed are subject to change before release. We aim to provide insight and foster community engagement, but details may evolve as development continues. Thank you for joining us on this journey, with the understanding that what you see here is a glimpse into the process. Introduction Welcome to another installment of the Dev Blog, where we're providing you with an exclusive behind-the-scenes look at the DayZ Frostline Expansion. Our goal is to be more transparent by showcasing our creative process, challenges, and achievements. We want to dedicate these to the DayZ community, who have shown deep commitment and interest in the inner workings of DayZ's development. This time around, we are peeking into Skybox and Weather changes. For next blog, we will get to look at some of the "Points of interests". Sneak Peek Skybox Wind & Predicting the weather Fog & View Distance Expanding more on the customization of weather elements, we are also enhancing fog functionality to have more control. Currently, fog is driven by overcast and distance fog values defined by the config, which is quite limiting. With the release of Frostline, both the dev team and modders will have full dynamic control over the fog through a new script API. Check out the demonstration video below to see new fog in action. The fog will now affect the visibility of the sky, which presents more possibilities for those of us who enjoy a good gloomy "Silent Hill" vibe. For PC we are increasing view distance. This upgrade substantially expands the ranges and you will retain full control within settings. Due to current performance and testing limitations, we are not able to extend these improvements to console platforms at this time but will consider other platforms in the future. Read More and Wishlist
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Hey, yes for now the AI - Infected improvements have been communicated and put to the backlog. I wouldnt say scrapped but not focus at this point in time. https://dayz.com/article/game-update/1-24-Experimental-Release
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If you feel your ban was unjustified, You may reach out to them here: https://www.battleye.com/imprint/
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https://x.com/DayZ/status/1797627160058106052 Also we are looking into it. 👍
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Judley started following scott.bowen
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⚠️Disclaimer⚠️ Please be aware: Information shared in our development blog represents a work in progress, not the final product. Contents and features discussed are subject to change before release. We aim to provide insight and foster community engagement, but details may evolve as development continues. Thank you for joining us on this journey, with the understanding that what you see here is a glimpse into the process. Introduction Welcome to our Development Blog, an exciting channel where we'll be peeling back the curtain to provide you with a unique glimpse into the inner workings of DayZ Frostline Expansion. Our goal is to bring you closer to the creative process, revealing the challenges, achievements, and day-to-day endeavors that shape the game you love. For our second instalment into this series, we're thrilled to peak into Environment and Snow. Stay tuned for our next installment, where we'll delve into Skybox and Weather. First, I'm thrilled to bring you all along for a special journey into the heart of our recent DayZ Survival Camp event, a monumental celebration marking a whole decade of DayZ adventures. This year, as we toasted to DayZ's 10th anniversary, we decided to do something truly special: invited a group of influential creators to join us for an unforgettable experience and have exclusive look at our new Expansion - DayZ Frostline. Sneak Peek Description - Summary Environment A Closer Look at DayZ's Frostline Expansion: Insight from the Development Team As we delve into the creation of the Frostline expansion for DayZ, set on the enthralling Sakhal archipelago, there are a few design decisions and creative directions we've taken that we're happy to share with you. Our vision has been to create a unique survival experience that breathes new life into the game, and here's how we're making it happen. The Decision for a More Intimate Map Sakhal stands as our most compact map to date, boasting an area of approximately 87 square kilometers of traversable terrain (Subject to slight changes depending on development), not including the vast expanses covered by ice sheets. This shift towards a smaller landscape was driven by our observation of player interactions within community-favored modded maps, which highlighted a clear preference for environments that encourage encounters and engagements between players. Moreover, this more intimate setting allows us the opportunity to delve into an unprecedented level of detail in the environment design. The smaller size does not mean a reduction in complexity or exploration; rather, it enables us to craft a world with rich storytelling and intricate details that larger maps could not accommodate, thereby enhancing the immersive survival experience DayZ is known for. Utilizing Tanoa Terrain: A Strategic Choice In our quest to expand DayZ's universe, we evaluated numerous factors, with time and gameplay standing at the forefront of our considerations. While the allure of crafting a brand new map was strong, the practicalities of map development, such as time constraints, data acquisition, and legal hurdles, guided us toward a different path. The decision to adapt the Tanoa terrain from a lush tropical landscape to a rugged, volcanic island nestled in Far East Asia was not taken lightly. This approach allowed us to leverage existing geographical data and transform it dramatically to fit the harsh, survival-centric gameplay of DayZ. From Tanoa to Sakhal: What Remains and What Evolves It's essential to clarify that our use of Tanoa’s base elements — satellite data, heightmap, and key geological features — serves merely as a foundation. Significant modifications have been made to these components to capture the essence of the cold, desolate landscapes characteristic of the Kamchatka Peninsula. The familiar road networks while somewhat retained, have been tweaked for gameplay, forests reimagined to suit the new climate, and the topography tweaked to align with DayZ’s distinctive gameplay needs. This transformation extends to the assets utilized within the map. While some assets from previous maps have been repurposed and readjusted to retain the Eastern-European architectural vibe; re-using some models make perfect sense. we're also introducing a wealth of new building assets specifically designed to reflect the rural and rugged essence of East Asia, and more specifically, Kamchatka. This ensures that, despite some visual similarities, Sakhal offers a fresh and distinct experience compared to its predecessors. Florian (DOJ) - Environmental Designer How will Sakhal distinguish itself from other maps? Our team is brimming with passion for world-building, and we're enjoying the process of populating the map with varied, detailed environments waiting to be explored. Sakhal is crafted to deliver a raw, authentic experience that sets it apart from other maps. It highlights a distinct visual style that is uniquely its own. We believe this drive to authenticity and uniqueness will elevate the immersion and realism for DayZ players, surrounding them in an environment that's not just seen but deeply felt. Michael Docherty - Environmental Designer Snow Description - Summary The introduction of a new terrain brings with it the challenging task of reimagining how players interact with the environment. Snow-covered landscapes aren't just a visual spectacle; To give you a glimpse of what's in store, we've prepared a series of sneak peek videos showcasing environmental differences that you may not find in Modded Maps. Snow covered placements Thanks to the Enfusion team, we were able to update super, multi and plant shaders with a possibility of projecting a texture layer in any defined direction. This is particularly beneficial in case of rocks and trees, which do not need to be placed or textured in a certain way, because snow will always be projected from top to bottom. Adam Franců - Creative Lead Snow Tracks Note: Particles behind vehicles and alive entities moving on the snow are also being looked at. Thawing Snow Flora Visuals Infected feeling like home One of the aspects I truly cherish about working on DayZ is the chance it provides me to delve into in-depth research on specific topics, garnering references, and gaining a comprehensive understanding of how things operate - like exploring the intricacies of Frostbite. Windstride - Artist Read More and Wishlist
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DayZ Frostline Dev Blog Week 20
scott.bowen replied to scott.bowen's topic in DayZ Frostline Expansion Dev Blog
This would depend on the amount of development. If we continue to grow and the popularity is in favor, i see no reason to stop it 👍 -
⚠️Disclaimer⚠️ Please be aware: Information shared in our development blog represents a work in progress, not the final product. Contents and features discussed are subject to change before release. We aim to provide insight and foster community engagement, but details may evolve as development continues. Thank you for joining us on this journey, with the understanding that what you see here is a glimpse into the process. Introduction Welcome to our Development Blog, an exciting new channel where we'll be peeling back the curtain to provide you with a unique glimpse into the inner workings of DayZ Frostline Expansion. Our goal is to bring you closer to the creative process, revealing the challenges, achievements, and day-to-day endeavors that shape the game you love. Understanding the importance of direct communication, we've committed to publishing a Development Blog post every two weeks. Each entry will dive into specific topics, ranging from technical insights to sneak peeks of upcoming features. For our first foray into this series, we're thrilled to share a video presentation that was initially crafted for showcasing our in-progress build to press and influencers from the DayZ Survival Camp. It was essential for us to ensure that our community doesn’t have to rely on second-hand footage to feel connected and informed. This video is our way of ensuring you receive information straight from the source, complete with the authenticity and depth that only the developers themselves can provide. Stay tuned for our next installment, where we'll delve into new snow features and environment. Also check out Shacknews publication featuring Project lead Thales Q&A NOTE: In the interview, it was mentioned that we showcased frostbite affliction. During the presentation, there was a question about this feature and we answered that we are looking into it but are not planning to have this feature, at least not for the initial release of Frostline. Credit: TJ - https://www.shacknews.com/article/139906/dayz-frostline-video-interview Sneak Peek Description - Summary DayZ Frostline expansion looks to enrich its ecosystem with a variety of new fish species. This expansion into aquatic life not only introduces new resources but also enhances immersion within a new environment - Sakhal. Developer's Quote Read More and Wishlist
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Hey Brazilian Survivors, Since we have had an increase of players in Brazil, We are deploying new servers in that region today. All new instances are already live. If relocating to these servers, your character may get a position reset on the map. Info of new servers below: PC: DayZ SA - SP 6455 (1st Person Only | Temporary) DayZ SA - SP 6452 (Temporary) ------------------------------------------ Playstation: DayZ SA - SP 6461 (1st Person Only | Temporary) ------------------------------------------ We will continue to monitor player numbers to ensure everyone has a smooth experience 💚
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No worries we know lots of work is ahead of us 😉 Stable Linux servers are still being looked into with increased efforts. We are aiming to have this ready for the experimental of 1.19 (Hope) Depending on the progress we could release it sooner. The point is we are on it and aware. thanks
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Hi Reaper. Please reach out to https://www.battleye.com/contact/ and explain your situation. Good luck and I hope your issue is resolved quickly. 👍
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OK I'm trying to digest your accusations towards me and concerns from multiple forum posts here. Overall you are asking for two vital pieces of information (And thanks for posting in the missing person cases 😄): Road map and the incompetence of posting within your terms of timescale and expected format? Frequent official news on Official Website? Both of these are communicated on Forum as top pinned posts. (And on front page of official website) Webiste does show latest information (including Twitter iframe) Wipes are communicated also within our expected time frames. If i can assist with other topics please let me know. (Not being condescending or patronising, I'm genuinely reaching out for collaboration) "I’ll have to continue waiting for action instead of Mkt retrospective meeting reports that we’ll never see" Yes, I would like to review with my team to see if we can identify more ways of engagement with playerbase here on the forums/Website.
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DayZ in 2022 🧡 https://dayz.com/article/developer-updates/DayZ-in-2022
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@Parazight Hello 🙂 Sure you are more than welcome to reach out to me anytime (DMs or any socials) Don't hesitate to tag me 🙂 Yes, I cleared up my Job role selection on the forum to better communicate my role. (Thanks for pulling up) I do have an account here but not under my Discord title. That's why I didn't pick up the @scottyB Tag As you touched upon, We have updated news about the vehicle simulation on forum and Bog posts with the last Update 1.18 (June 14th) (Further mentions have been made on our frequent stream also - Please give us a follow ❤️ -https://www.twitch.tv/dayz) Forum post Article https://dayz.com/article/game-update/DayZ-Update-1-18 I empathize with how long the development has been and am happy to update you on the current state. The vehicle simulation update is a work in progress, more to be announced soon™. In general, you can assume that no update means that the previously announced state (in this case, it's WIP) hasn't changed. We've iterated before that vehicle simulation is nothing easy, and so it took longer than expected. As this entire thread is on the topic of the "roadmap" for this year, I'm happy to say that, currently all improvements to the game teased in that article are still planned to go live this year. As you have already touched upon. my presence is on all socials of DayZ and I have amazing support from our community managers @Kyiara & @lynn.zaw also new Brand manager joining forces with us from Mini DayZ 2 @Bestius I would also like to correct you on this statement (You know how to trigger 😄 ) "I guess he shows up at the DayZ podcast occasionally. Strange that the PR manager uses a discord channel podcast to relay information to the public, but I guess that's acceptable" I am active across all social media of DayZ including 3rd party Social groups/communities (Fan made FB groups, discourds etc..) I am watching/involved in the show (DayZ podcast) and many like it every time. The community is well aware of the involvement I have across all socials 🙂 I will take your feedback on and expand during our Mkt team retrospective and see if something more can be done with presence here on the forums ❤️ Big Love and thanks for reaching out Scotty
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scott.bowen changed their profile photo
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Thank you, but please continue to use Feedback tracker. We rely on it heavily. You are taken Seriously and is far from a waste of time.