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DayZ Developer Blog 3rd August 2013

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Rocket, is it just me or does movement seem like it's on fast forward or something? Both player and infected. Add in the lunging animations and everything seems a blur. Just wondering if this is intentional due to the scale of the map or not but it definitely seems a lot faster than arma 2 and the mod. Characters seem to "skate" a tad unnaturally across the terrain.

Edited by CapricornOne
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<'gooogle translation'>

 

The clothes is very cool like the jeans.

But where is a doctor jackets?

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  Dont listen to some of these people, Rocket. No matter what comes out players will always cry and complain. They are never satisfied but they play the game all the time and they post all the time in the DayZ forums. Ironic right?

  I can see alot of improvements in the zombies since the E3 build. The loot is looking nice and so are the weapons. So if I see improvements I can expect alot in the future. Im in no hurry as long as work and progress comes with this wait.

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Just a little pre-alpha porn.

2n066w3.gif

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The fps while you are looking at the village seem quite low, even though from what i understand you own a i5 and a 570 so my question is, are the Frames going to get better or will you still need a i7 and a 300 dollar GPU to run this game properly. I got a FX-8350 and a 7870, 8 gigs of ram.. And i cant run arma 2 dayz properly. This is the main reason i stopped playing it after the CPU upgrade, i simply didnt see any improvements. I know that this topic gets shoved to the sideline by many developers all the time, and is not being fixed with future patches and gets abandoned in the end. This is why im asking and i dont mean it offensive in any way.

 

Wasabi

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The fps while you are looking at the village seem quite low, even though from what i understand you own a i5 and a 570 so my question is, are the Frames going to get better or will you still need a i7 and a 300 dollar GPU to run this game properly. I got a FX-8350 and a 7870, 8 gigs of ram.. And i cant run arma 2 dayz properly. This is the main reason i stopped playing it after the CPU upgrade, i simply didnt see any improvements. I know that this topic gets shoved to the sideline by many developers all the time, and is not being fixed with future patches and gets abandoned in the end. This is why im asking and i dont mean it offensive in any way.

 

Wasabi

 

No optimization has been done yet.

 

Curiously on my crappy laptop I get no slow down in the village but on the *extremely* powerful render machine I do. I suspect there is a bad setting somewhere I need to change. I noticed it too.

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Looks epic. Really looks like it's starting to come together now. Can't wait to play.

 

My only concern is that "jumping attack" that the zombies do. I know you said that nothing is final, and maybe you'll improve it later on down the track, but I don't really think it's needed to be honest. It looks a bit odd.

 

Maybe if you were to improve it, re-do the animation so that they only swing one arm instead of both. Or don't make them jump, and just have them do a really big swing with one arm where they follow through a lot (to make it seem like they hit hard). Just some ideas.

Edited by Syrian

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Looks epic. Really looks like it's starting to come together now. Can't wait to play.

 

My only concern is that "jumping attack" that the zombies do. I know you said that nothing is final, and maybe you'll improve it later on down the track, but I don't really think it's needed to be honest. It looks a bit odd.

 

Maybe if you were to improve it, re-do the animation so that they only swing one arm instead of both. Or don't make them jump, and just have them do a really big swing with one arm where they follow through a lot. Just some ideas.

 

Its not as easy as you think - making someone swing while running and make it look "normal" is extremely difficult.

 

Watch 28 days later, and you will notice it's all fast shots, with very brief focus on the zombies. This is because when you look at them for a longer time than just a quick shot, they look very human and their attacks look very tame.

 

We have tried about 100 different variations. There are still more to come, but expect a jumping attack and the arm swinging while running attacks - as out of the hundreds we have tried these are the only ones that remotely provide the level of quality that we want.

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No optimization has been done yet.

 

Curiously on my crappy laptop I get no slow down in the village but on the *extremely* powerful render machine I do. I suspect there is a bad setting somewhere I need to change. I noticed it too.

Thanks for letting me know!

 

And thanks for not rushing it ;)

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Its not as easy as you think - making someone swing while running and make it look "normal" is extremely difficult.

Watch 28 days later, and you will notice it's all fast shots, with very brief focus on the zombies. This is because when you look at them for a longer time than just a quick shot, they look very human and their attacks look very tame.

We have tried about 100 different variations. There are still more to come, but expect a jumping attack and the arm swinging while running attacks - as out of the hundreds we have tried these are the only ones that remotely provide the level of quality that we want.

I think it's more the speed of the animations and the amount of ground they cover when leaping, than the animations themselves. You've mentioned that the frequency of that attack occurring won't be anywhere near what we've seen in the blogs though right? Every single zed lunging simultaneously is a bit jarring.

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Its not as easy as you think - making someone swing while running and make it look "normal" is extremely difficult.

 

Watch 28 days later, and you will notice it's all fast shots, with very brief focus on the zombies. This is because when you look at them for a longer time than just a quick shot, they look very human and their attacks look very tame.

 

We have tried about 100 different variations. There are still more to come, but expect a jumping attack and the arm swinging while running attacks - as out of the hundreds we have tried these are the only ones that remotely provide the level of quality that we want.

 

Definitely not easy. I can imagine how long it took for you guys to get that animation.

 

And yeah I know what you mean about the fast shots. Movies get to sort of "cheat" in a way by using camera angles/effects to make zombies attacks look good.

 

If only there was some way I could demonstrate the animation that I'm thinking of. It kinda goes like this:

 

- zombie running

- raises left arm at a 50 degree angle

- swings

- follows through with his swing while twisting his body

- slows down/stumbles to a stop due to being unbalanced from his big ass swing

 

I'm sure the running swing attack animation you guys do would be close to this anyway.

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not sure if its me god it looks god damn desync like right now on arma2.

 

i swear to god if there is 1% of desync this game will die instantly

 

and the animation need majors improvements. cause its as bad as arma2 right now.

/me Facepalm

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MOM!!!! Where da hordes of scary zeds?? seems to me like zombie action has suddenly become secondary to PvP group action...

 

I want to be 'shit my pants' scared and DayZ hasn't made me soil myself yet. It's not fair!!

 

I don't wanna play no more. I'm going home. :(

Edited by codestargod

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Definitely not easy. I can imagine how long it took for you guys to get that animation.

 

And yeah I know what you mean about the fast shots. Movies get to sort of "cheat" in a way by using camera angles/effects to make zombies attacks look good.

 

If only there was some way I could demonstrate the animation that I'm thinking of. It kinda goes like this:

 

- zombie running

- raises left arm at a 50 degree angle

- swings

- follows through with his swing while twisting his body

- slows down/stumbles to a stop due to being unbalanced from his big ass swing

 

I'm sure the running swing attack animation you guys do would be close to this anyway.

 

I know what you're saying, but remember you have only a few walk cycles, you have to mocap it, and you have to be able to clean it up.

 

If you twist your body like that (and I know, because I tried this several times during mocap) you end up off balance and falling over. Running is an extremely complex movement, and performing some kind of attack while sprinting is very hard.

 

I am largely happy with the type of attack so far, some variation is to be excepted when we get time.

Focus for zombie AI will not be their attack animations, it will be having them not stop to change direction, and doing something about them running fast... stop... run fast. The attacks will receive some tweaks, but you idea's are ones I've tried again and again without much luck. The other zombie AI problems I feel are more pressing.

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MOM!!!! Where are all the zeds?? seems to me like zombie action has suddenly become secondary to PvP group action...

 

I don't wanna play no more. I'm going home. :(

 

The intent of the devblog was to showcase some areas of significant improvement. While I think zombie AI is better, it has not achieve the level I am close to happy with so it was not a focus of this devblog.

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Rockets right...

28 days later is a great inspiration for zombies...

Its just that its hard to make a zombie movement, a movie its easier, as it doesn't have to have technical restrictions..

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love the fact your giving the weapons lots of attention.

all the little details and addition are slowly coming together. I have no doubts this will be a fun game.

My only 2 wishes which i'm sure will be taken are of are.

1. More detailed forests (undergrowth, more variety of trees)

2. Better methods of stashing gear(weather its underground bases, smaller/different styled tents, tree holes, buried boxes, camo tarps for helis, cars.. ect)

The intro had a great feel to it... nice work and thanks for takin the time to put this together. I'm jealous you get to build something like dayz, although i'm sure it feels like work just like any job.

Quick question,

Has there been any thought put on the total number of players per server? Is there a number your shooting for?

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