released a new update about the current status of the DayZ standalone
on the Official DayZ development blog
The last two weeks have gone extremely fast for us. As many will
have noticed, we didn’t do a devblog last week. While the aim is produce
an update every week (scheduled for Friday), the reality is that
development will always have priority over our devblogs - and there has
been a huge amount of real work to do on the project!
To celebrate Ivan returning to assist with the team Ivan, Matt, and
myself held a design meeting in a rather unusual setting - we went from a
hike around a lake area in the Czech Republic. We got some excellent
idea’s - and we’re all thrilled with the great concepts Ivan has been
bringing. We look forward to including Ivan on our next video blog.
Project Team Expansion:
One of the biggest changes in the last week has been the expansion of
the project, both in scale and scope as well as with personnel. We’ve
been getting more and more people involved, both locally and externally.
Many of these people are from within the community. We hope that these
people will be able to assist us in really pushing the game to its
Our internal closed testing has been continuing, and then pausing, as we
identify and fix crashes and other issues. The vast amount of changes
we have made require meticulous testing. We’re hoping to begin our first
large-scale capacity testing next week (assuming we have a stable
enough build). This will involve us working the server over with around
50 people initially, then working up to 150 and beyond to obtain metrics
as to what limitations we will have.
Our lead programmer has been continuing the revision of the entire
engine multiplayer to operate under the server-client MMO model. The
results have been outstanding, and it is going to radically change the
product. As these changes are made we are filter them onto the approach
taken at other levels, ensuring everything is moved from being done at a
client level to being done at a server level.
We have been experimenting with some novel approaches such as not
having loot spawned at the server level, but having it spawned at the
database level - therefore negating the ease with which loot tables
could be produced and allowing us to conduct a form of economic
regulation to item spawns dynamically. I think the end result, however,
will be a mixture of the two approaches due to performance requirements.
This is the absolute core of our current design efforts. As such, you
can see some new screen shots of the new ethnic heads available for
female characters. We want to allow characters to be fully customized
and reflect the players story as they are going along. This has included
some fantastic ideas inspired by the community. Until initial release,
the vast majority of our efforts will be with expanding options for
developing and customizing your character.
Based on feedback and development, changes continue with this area. It’s
starting to operate really well. Our programmer here, Jirka, will
eventually move onto the crafting system. He has been wanting to move
onto this for some time, as it is a personal area of interest for him.
As part of the inventory system, we have started detailed work on the
attachment system. Like the customization of characters, we want to
allow maximum ability for the customization and development of a players
weapons. As part of this, all weapons being introduced into DayZ are
being redeveloped from scratch at extremely high detail. The work being
produced so far is outstanding! This means that, on release, there will
be less weapons in the standalone - but it allows us the ability to
continue each week to release content updates with new weapons and
Massive areas are changing here. Ivan Buchta having returned from his
time in the Greek Prison has been a huge asset to the team, working with
our world designer SenChi (designer of the Ironfront worlds) to
redevelop Chernarus. I have included some low-detail screenshots taken
by SenChi showing some of his developments.
New clothing, items, weapons, buildings, “special areas” are all the
foci of art development. We are greatly expanding our team of artists,
as we have hundreds of new items we want to include in the world.
This week’s blog is pretty light on detail and excitement, but the pace
is such that pausing to write about it is taking too much time! Overall,
each week is proving to be more exciting for us than the last.
Part of a regular feature we will be doing is to take peoples questions
on twitter (hastag: #AskDayZ) and facebook and Matt will select a few
and we will answer them. You can read all questions and their answers on
the Official DayZ development blog.
Track the development of DayZ Standalone through the social channels: