SMoss 2101 Posted November 25, 2014 The DayZ development team in association with Bohemia Interactive would like to announce that having completed our first year of Early Access development, we have reached an important project milestone. Looking forward into the opportunities and obstacles of the coming year, we would like to share our plans and goals for 2015.These plans change over time, and internally the team has reviewed our progress this year against where we want DayZ to be at 1.0. Compiling this data we have completed a light roadmap based on our experience with the project for the upcoming year, and this is a taste of exciting things to come that we can look forward to. Q1 2015Basic vehiclesCentral economy (advanced loot distribution)New rendererNew Zombie AIBasic stealth system (zombies, animals, ...)DiseasesQ2 2015Advanced vehicles (repair, modifications, ...)Advanced animals - life cycle, group behaviorPlayer statisticsNew UI Stamina / fatigueDynamic eventsQ3 2015TrapsBarricadingCharacter life span + soft skillsAnimal predators + birdsAerial transportConsole prototypeQ4 2015BETA versionAnimal companions (dog, horse)Steam community integration (Achievements, Steamworks modding, etc)Construction (building shelters / walls / ...)Along with the remaining updates this year you can expect a new price point for DayZ, a slight increase to 27.99 EUR/34.99 USD. This is part of a gradual price change as we progress with the development and reach the goals that we along with your help set for the project. We would like to avoid a sudden increase in price once we hit 1.0. Don`t be discouraged by this increase however, the current price of 23.99 EUR/29.99 USD will still be available during the Steam fall sale. If you want to jump into DayZ, now is a good time.We are all very excited to announce that the first half of 2016 will introduce our final version and release from early access, with our final price point of 39.99 EUR / 49.99 USD.See you in Chernarus! Discussion and Feedback 31 Share this post Link to post Share on other sites
SMoss 2101 Posted November 3, 2015 So, I took the liberty of noting down the status / changes to the roadmap as shown by Brian at PAX Aus. Please note; as mentioned at PAX Aus., items figuring on the roadmap does not mean them having to be polished features / mechanics / items. Q1 2015Basic vehiclesV3S utility truckCentral economy (advanced loot distribution)Global per item quantity and rarity controlDynamic event frequency and radius controlItem type / Storage type / Time persistence for each instanceNew rendererCurrent Status: Testable and underway with internal QAPP in progressWater surfaces & ocean not present – IN PROGRESSOptimization and parallelization – IN PROGRESSNew Infected AIInitial implementation rolled out- Current goals are aimed at optimizing the server resource cost and increased infected amountsBasic stealth system (zombies, animals, ...)Initial system rolled out – Crouching, holding a low profile to sneak around infectedDiseasesBrain Prion disease from human meat, Cholera from untreated water – Will be expanded on furtherImproved Cooking & HorticulturePrototype extension rolled out to stable branch – We'd like to expand upon this further when the new UI is fully functionalAdvanced Anti Cheat (Evolving BattlEye)Stronger process and memory protection deployed earlier this year – Shut down all known public cheats, aggressively pursuing private cheats Q2 2015Advanced vehicles (repair, modifications, ...)Vehicle parts currently expanded on .59We've expanded the vehicle selection type – and begun work to include 2 wheeled vehicles, as well as aerial vehiclesWe want to expand this into different operational fluids (aviation fuel, diesel fuel, gasoline, motor oil, and so forth)Advanced animals - life cycle, group behaviorPresent on .58 stable branch. Several bugs preventing proper operation under load MP environment, but looking strongChanges to distribution handling currently being investigatedPlayer statistics (dayz.com / API)Statistics actively being saved central hive sideWill be displaying the initial set of statistics within the new UI when this becomes standardNew UI TechBlocking issues being resolved by programming teamDesign team working on rollout of initial screen changesPlayer StaminaRewrite of new player actions which was dependent on the new Player Controller and Animation system is under wayOnce remaining blockers on new player controller are complete, implementation of this should be incrementally occurringDynamic eventsFunctioning spawning, cleaning up, and respawning on experimental/stable branches currentlyDynamic control over the quantity, frequency, cleanup, and respawn of this system is functioning via CLE toolsWorld Containers (Fridges, Chests, etc.)Initial prototype of this system is currently working on .58 stable. We look forward to expanding upon the existing fridge in the future.Priority on this within the roadmap was pushed to Q4 so we can focus on preparation for deployment of server binaries and private hive / servlet packageNew Physics SystemOngoing development. Vehicle simulation, Ragdoll, Item Throwing, etc. are the visible representation of this. Currently with the new system in development, DayZ is operating two systems – which can be problematic, cause issues, and cost server performance. This will be improved in the future Q3 2015TrapsFunctional implementation currently sits at Bear Traps, Trip Wires, and Land MinesWe would like to expand this into improvised explosives and traps paired with the existing trip wiresBarricadingThe initial functionality of locking doors via lockpicks was implemented many months backHowever we would like to expand this further into the barricading of existing structures (beyond locking the doors)This will likely get pushed to Q4 of this yearCharacter life span + soft skillsInternal builds have the first skillsets for this feature functioningHunting, Medical, and Repair skillsets for specific types are currently functioningProperly displaying these are dependent on the new UI being fully implementedWe currently are hoping to see the first bunch of these skills come with .60 but we will keep the userbase filled inAnimal predators + birdsBratislava Team has been working on the proper implementation of the aggressive animal AIInternally we would like to see testing on these mechanics hit experimental branch late Q4 or early Q1 of next yearArt Assets for the initial rollout of this mechanic are in place – pending programming / AI workWe'll see this moved to a late Q4 / Early Q1 goalAerial transportUpdate of Take On Helicopters Little-Bird model complete as our "Pilot" program for Aerial TransportCreation of assets and mechanics for fixed wing and rotary aircraft under wayInternal testing on the flight model complete – We'd like to see this hit experimental at least before the end of the yearThat said – We'll need to keep updating the progress on this in Status Reports to see if it is viableConsole prototypeObviously PC development is paramount to us. So console prototype work will get moved to Q1 of next year BETA version. What does it mean for DayZ? When will we see it?DayZ's Beta will be when primary work switches from feature creation as the primary focus of resources, to bug fixing and content creation for said features as the primary focusCurrently about 85% of our focus is on feature creation / engine development and 15% is on bug fixingOriginally our intended goal for this was the end of Q4 this yearSeveral areas of development are taking a bit longer than expectedNew target adds a few months to this goal – putting us towards the end of Q1 next year for the switch to betaIt is critical to understand that hitting 1.0 is not a freeze on development for DayZBohemia Interactive fully plans on continuing work on DayZ past 1.0 for at least a targeted 5 years 27 Share this post Link to post Share on other sites