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DayZ Frostline Dev Blog Week 26

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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.

Survivors!

Welcome to our Dev Blog, where we offer the DayZ community an exclusive behind-the-scenes glimpse into the development of the DayZ Frostline Expansion. This blog has been created and sustained in the spirit of openness and to share our enthusiasm, showcasing our creative journey, obstacles, and successes along the way.
As always, we dedicate this to the DayZ community, whose unwavering support has been crucial not only for the game's survival but also for our shared journey to thrive.

Let us look into some of our favorite points of interest for this intallment.
For our next blog, we will discuss the fauna of Sakhal.

When designing points of interest on Sakhal, our number one rule was to make sure all the places you visit during your travels feel unique and different from the other maps. Working with a pretty much blank slate allowed us to push environment design somewhere, where we couldn't with existing maps (due to consistency).

Spoiler

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To achieve the diversity and uniqueness of Sakhal points of interest, we have also got over 400 Sakhal specific objects. Some are reworked existing assets (new variants), some are ported from Arma titles (Arma 3, Arma Reforger) and finally, we have also got new unique ones, made specifically for Sakhal. Here is a glimpse into an evolution of a new village apartment building that comes in several variants and is 60% enterable:

Spoiler

Dev Blog.jpgBlocks.jpg

Even if Sakhal is our smallest map, with its 83* square kilometres, it is still a sizeable chunk of landscape to work with and given the time we had for its development, we had to use number of tricks to push it visually further away from the existing maps. This, for example, includes new objects such as fences, powerlines or roads.

Spoiler

Dev Blog 2.jpg

My personal favourite has definitely been the work on the geothermal power plant as it was very closely inspired by an actual real powerplant, located in Kamchatka. I also have one other favourite location, but you are going to need to explore on your own. I will give you a hint though: it has one truly special gantry crane.

Adam - Creative Lead

Interior Changes for Houses

With the enhanced detail being infused into Sakhal, We felt particularly inspired to extend this refinement to the houses as well. As someone deeply immersed in modding the game for many years, and having spent even longer playing it, introducing a fresh aesthetic to the homes seemed like a natural progression. The newly reimagined map features a substantial number of house reworks, along with the addition of several intriguing hiding spots. Our goal was to imbue the houses with a sense of dilapidation and occupancy, presenting interiors and decorations that exude more character and history compared to the previous iterations found in Livonia and Chernarus. You might also stumble upon some innovative set pieces designed to enhance player immersion.
Overflowing with ideas, I am keenly looking forward to hearing your feedback and embarking on more creative endeavors!

Jamie Foster - Artist

I've been hooked on playing Frostline, even on weekends. Sakhal's most interesting features are its unique visual identity and the sheer variety of settings. As someone who loves exploring and capturing screenshots, always looking for that perfect shot, I can tell you Sakhal has tons of intriguing scenes. There are plenty of mountains and valleys if you're into landscape shots, and the charming, worn-down villages really capture DayZ's survival vibe. The potential for compositions is limitless. We're thinking about starting a wallpaper of the month featuring Sakhal in the next few months. We can't promise when, but we've already got a ton of great material for Christmas for sure.

Htun Lynn Zaw (Lynn) - Marketing Specialist

 

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"always looking for that perfect shot" - hope not onfly for f12, but for the long range aswell

"The potential for compositions is limitless" - hope you'll add at least one underground mine, Sakhalin is a miners island after all. With it's presense.... I thinks it even could beat Livonias Dumbog in terms of atmosphere. 

Also you said eralier that the map is small, so you have more time for detalisation - hope new factory buildings will be enterable (like yellow geothermal building). Otherwise it's just big painted box. There are such "boxes" on Chernarus and Livonia (and yes, they look great outside), but making those enterable is way more better (even partly enterable). But if you say you got some buildings from reforger we can be calm, reforger buildings are amazing, especially industrial. Houses with shifted furniture does look good (especially 1 floor green house with the carpet on the wall - you've done good research on that). Also new platecarrier color, blue gloves, white hat - very good. underground mine must have guys, must have. And higher caliber for long range sniping, don't forget about that. Good job, and image with new powerlines - I think best screenshot from Sakhal so far, would be nice to have higher resolution. 

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Since you touched the topic of powerlines - will we finally get a fix for powerlines task in Terrain Processor? Or working example/documentation?

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I'm surprised by how fresh the reworked house interiors feel, these ones are much better than those few variants added a few years ago 👍.

I'm really hoping this map will have at least 2 distinct underground areas that are decently sized and feel meaningful, if it has either 0 or 1 like Chernarus/Livonia that will be pretty disappointing imo. Though I'm sure if it does have any they'll be kept a secret 🙂.

Thanks for the dev blogs, they've been enjoyable, please continue doing them after Frostline.

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A respeito deste vídeo:
Nossa... Contrataram uma Designer de Interiores?
"Que lindo!"
Cada novo dia, uma nova decepção... LOL

Sobre os novos prédios:
Parece legal... Só espero que não sejam cheios de VAZIOS INALCAÇÁVEIS como os atuais.

Regarding this video:
Wow... Did they hire an Interior Designer?
"How beautiful!"
Every new day, a new disappointment... LOL

About the new buildings:
It looks cool... I just hope they aren't full of UNREACHABLE VOIDS like the current ones.

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On 6/28/2024 at 6:29 PM, Jevez said:

I'm surprised by how fresh the reworked house interiors feel, these ones are much better than those few variants added a few years ago 👍.

I'm really hoping this map will have at least 2 distinct underground areas that are decently sized and feel meaningful, if it has either 0 or 1 like Chernarus/Livonia that will be pretty disappointing imo. Though I'm sure if it does have any they'll be kept a secret 🙂.

Thanks for the dev blogs, they've been enjoyable, please continue doing them after Frostline.

Check out DayZ-Expansion mod, custom new interiors were done by authors years ago.

 

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52 minutes ago, Kuzyn. said:

Check out DayZ-Expansion mod, custom new interiors were done by authors years ago.

 

That's probably true of anything in the entire game, but at the end of the day they're mods, it's nice to have these things in the base game 🙂 

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