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Michaelvoodoo25

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From the link in the SA thread.

The current phase:

Our development focus is 100% on core technology, the key architecture, and not on features (yet). A major stream developing assets also runs in parallel to the core development team.

Due to the success of the development so far, and the interest in the project in general - we decided we want to do things properly. This means we have been very bold with our architectural changes. We are moving to the server-client MMO architecture model. We are making weapons and items ‘entities”, meaning we can support customization and variables assigned against items. As discussed previously, this is a massive departure from the previous engine. In many ways, once this phase is completed - one could effectively say that DayZ is running on a new version of the engine. While the graphics may look the same (for now), under the hood so much is being completely rewritten.

Let me make this very clear, our foundation release (targeted for this year), is simply the beginning. We are committed to a period of development of at least 12 months beyond that. Our aim is to make this foundation strong, and use that time to improve the mechanics not through hacks, but through sound and quality development. Our initial build will test that this base architecture works.

I want to confirm the following:

Most settings will be forced server-side, such as gameplay and graphical settings (view distance, shadow distance, etc…). The exact nature of this and specific settings is very much subject to change, but this will be a significant departure from how it is currently with the mod.

Release will be on steam, using many of steams key features such as delta patching, VAC, server browsing technology. Patches to steam can be deployed by the click of a button in our build pipeline thanks to new technology developed by Steam, that is making our process extremely easy and exciting.

We are very pleased that Steam is working with us so actively to make DayZ a great game and supporting us with quality features. I met many at the team at Valve at PAX, and really want to get them playing the game and getting their feedback to help in development. I’m incredibly thankful to people like Chet Faliszek (creator of L4D) who has been very supportive and helpful to me.

In using Steam for authentication, distribution, server browsing, etc… we are able to tap into their awesome resources in terms of scalability. The only hardware we then need to manage is the central database, which we already have some experience managing thanks to the DayZ mod. This means we can work towards avoiding the usual launch problems, by relying on the experience of Steam.

The controls have been completely rethought, using inspiration and design lessons from games such as Minecraft to make the player more engaged with their environment

Animations are being cleaned up to feel more responsive. This means trimming some transitions, so that you get quicker feedback from pressing the key to action (removing he “clunkiness” or “sluggishness”)

Player clothing is being implemented including: headwear, jackets, trousers, footwear, etc..

Weapons and items are now “entities”. This means they are more object oriented in structure, allowing weapon customization, degradation - the possibilities become endless. This is a major, huge, shift in engine architecture.

The Server controls character actions, a player’s client sends its requests and the server decides if this is possible. Our lead programmer in the company, Ondrej Spanel, is working on this currently. I believe this is one of the most radical changes ever implemented in the engine since Operation Flashpoint was released, and turns DayZ from an FPS into a true MMO.

A full-time map designer has also started work on ChernarusPlus now, redeveloping the world, placing new assets and buildings, fixing bugs, and creating new areas. This is in addition to the work done by Ivan and Maxell and will continue for the remainder of DayZ development.

The UI has been completely reworked, focusing on simplicity. We have studied games that we believe are leaders in this area, such as Minecraft, and are focusing on providing functionality without fancy complexity in this regard.

We have some outstanding former community members working on the project as paid members of the team. I hope to showcase their work and interview them on here for you, in the coming weeks and months. We are actively searching for more to bring them onto the team.

The future:

We are still working towards a target for an initial foundation before the end of the year. But we will slip this date if needed, we will not compromise the project for the short-term gain of meeting this date. The reasons for any slippage would be publicly discussed, and would most likely represent a failure personally on my part to plan correctly. We will be assessing the results of our major architectural changes at the end of next week, and reporting the results to everyone when we have assessed that.

Screenshots, videos, etc… will unfortunately have to wait. As they say, loose lips sink ships.

Rocketkiwi

debate it on Rockets thread

http://dayzmod.com/forum/index.php?/topic/109200-new-dev-blog-report-november-2012/

Edited by Michaelvoodoo25
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Using VAC is somewhat discouraging..as most people know VAC is meant to be supplemented by Server Admins due to the fact VAC is a delayed ban system, and also allows "skinning" or "material" changes which can be exploited to give advantages, such as colored models/wallhacks etc with no risk of ban by VAC

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Using VAC is somewhat discouraging..as most people know VAC is meant to be supplemented by Server Admins due to the fact VAC is a delayed ban system, and also allows "skinning" or "material" changes which can be exploited to give advantages, such as colored models/wallhacks etc with no risk of ban by VAC

With the settings being mostly server-side, skinning won't be possible.

Especially because DayZ won't be running on Source Engine, which is very easily skinnable client-side. Even if it's not exactly supported by the game.

Also, people really need to stop reposting the damn developer blog. It's in the announcement section for a REASON.

Edit; Literally. It's right there, the very first topic under the stickies. http://puu.sh/1vFu6

Edited by Dancing.Russian.Man

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Very interesting news. I'm also happy to see Rocket is starting to work to lower expectations on the initial release of the SA. I see too many folks on the forums talking like the first iteration of the SA is going to be bug free and hacker proof and solve every issue they ever had with the mod. Many thanks for posting this.

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We are still working towards a target for an initial foundation before the end of the year. But we will slip this date if needed,

There is the bad news everyone was fearing

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There is the bad news everyone was fearing

How is it bad news, if Rocket & the Devs aren't happy with releasing the foundation standalone at the end of the year.

I think alot of people can wait, Its not like we dont have anything else to muck around with.

With all the maps and the Mod getting support from the Dev community... Its just a win win whatever way you look at it.

@Michaelvoodoo25,Thanks for the post. I forget sometimes to check out the "Announcements" Cheers.

Edited by Maca

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There is the bad news everyone was fearing

I do not really fear this, shit happens in game development and if the game is not up to his standards I would prefer to get it later. I have played games that felt rushed and would prefer this one to be good.

I am getting very nerdy about this game coming out so I get being disappointed with a delay.

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Its good to see that "serious Stan" isn't that serious.. Who knows Rocket might even dress up as santa and give us all a great christmas present.. We'll just have to wait an see...

Have some :beans:'z good sir.

Edited by Maca

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I'm excited they're using STEAM!

and a little worried if they not meet the deadline because if its not by the end of the year, it could take long til march or late february, I mean nothing gets released on january, nothing ;)

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