I'm on a posting spree today!! Bwahaha. I just noticed Rocket has released some more information about the goings on for Dayz Stand-alone and I thought everyone who follows watchsurvival would be interested in it. It seems they are really dedicated to make sure Dayz Stand-alone is more then just a mod for the arma 3 engine. They are going to take their time with it. The official blog post (along with some cool screenshots) can be found at the link below or you may read the copy and paste here on watchsurvival.
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I suppose I should start with the question everyone wants to know…
where is DayZ Standalone? Obviously, it’s not here. At Eurogamer I said
that DayZ had to be out before the end of the year and that’s come and
gone. I still stand by that comment, to achieve what we had originally
wanted, we did have to be out by the end of the year - and we’ve failed
to achieve that.
Put simply, DayZ Standalone isn’t here because we had the chance to
go from making a game that was just the mod improved slightly, packaged
simply, and sold - to actually redeveloping the engine and making the
game the way we all dreamed it could be. This blew any initial plans we
had dictated to pieces.
The plan going forward
The plan from here is straightforward. We will be releasing a closed
test imminently, during which approximately 500-1000 people will assist
in ensuring our architecture is correctly functioning. This closed test
will be focused purely on architecture, not the game design. Once we
have confirmed fixes for issues arising from the closed test, we will
then reschedule an internal date for our public release.
What has been done?
One of the most profound and major architectural changes has had its
initial implementation completed, this is the overhaul of the inventory
system. In fact, the inventory and item management system was completely
removed and rewritten from the ground by Jirka, one of the original
engine programmers. The work that has been completed on this
groundbreaking, and it going to fundamentally change the DayZ
You scavenge for items now, as individual parts, picking up pieces
rather than piles, looking for cans on shelves or under beds. The new
system opens the door for durability of items, disease tracking (cholera
lingering on clothes a player wears…), batteries, addon components, and
much more. If you shoot a player in the head to take his night vision,
you will damage the night vision. The changes to this inventory system
An additional area of change has been to make the inventory system
more intuitive along with a key focus on providing visceral feedback on
your progress through what inventory you have. The use of
drag-and-drop, 3D models rather than 2D pictures, and being able to add
items/clothing to your character in 3D in the inventory screen - have
all come out of months of design work and research. I’m extremely
pleased with the results of Jirka and Hladas, two of the programmers who
have been working on implementing the design ideas. I believe the
changes to this inventory system will fundamentally change the nature of
the DayZ experience.
We are not at the point where we can release meaningful videos or
screenshots of the system, but we have now confirmed the base
architecture is working in game. Likely, the first that will come out
about the inventory system will be during the closed test when people
are actually using it.
ArmA community legend kju has been part of the DayZ development for
some time, and is now one of your key development members. He has been
working with our CEO (Marek) and me to develop the DayZ UI. We have been
greatly inspired by Minecraft to make the UI simple and effective,
rather than flashy and complex. All our art and code efforts are going
into the game, the UI is being designed to be straightforward and
functional just like in Minecraft.
A huge amount of work is being completed on art. I’m including some
more additional pictures taken from around Chernarus. We have some
massive plans now that all interiors have been completed, as rather than
moving them on to other projects we are now giving them exciting new
things to create.
One of the new artists on the team is a texture artist, and has been
working on revising the textures for our new building interiors so they
look more post-apocalyptic. Some of these changes can be seen in the
work-in-progress pictures I have included.
The lead architect of the revised (and original) Chernarus map, Ivan
Buchta, is still imprisoned in Greece on charges of espionage - and is a
great loss to the team. Luckily, through letters, Ivan is able to
provide some input and insight into the development of the map.
Regardless, the continued imprisonment of him and Martin Pezlar has a
significant impact on our ability to redevelop Chernarus.