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Steam News23 September 201510y ago

Status Report - 23 Sept 2015

Evening Survivors, In this week's Status Report our Lead Producer Brian Hicks will fill us in on subjects such as the CLE and a bit on work on the engine.

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fixedDev Update/HicksGreetings Survivors! Much to the delight of our reddit community (I'm certain) we'll be covering some points on the ongoing refinement of DayZ's in game economy this week, as well as talking about some upcoming content to the game, and a quick recap on the progress of upcoming engine changes for Enfusion. Lastly, Peter will talk briefly about future changes to how ammunition is handled in DayZ. Don't forget to keep your eyes and ears open during TwitchCon - as I'll be speaking about Aerial Transport, Contaminated Terrain, and an additional little surprise I hope you'll all be excited for as I am. (This should be hosted on twitch.tv/dayz) We've normalized the 0.58 stable branch economy around 27,000 minimum spawned items across Chernarus. The most prevalent items of course are clothes, tools, and resources required to survive. Internally we've begun setting the system up to apply lifetime to items upon their creation (spawning) so that player interaction with items is no longer required. This should take the economy a step further towards keeping things robust and moving. Region control is the next major step for the economy, which will allow us to restrict certain items to spawn only in certain regions - This way we can ensure more of those basic supplies are kept spawning on the coast to ensure folks have what is required to move inland, regardless of player traffic. For 0.59 we'll begin experimenting with making civilian firearms a little more prevalent, and ammunition will begin to be more of a rarity. The desired effect being that ammunition itself will have an increased value, so that the decision to take that shot has more factors to it. That said, loose ammunition types that are used by civilian weapons as well as military have had their potential loot spawns expanded so it can be found throughout Chernarus. (7.62x39 for the IZH, 45 ACP for the 1911, and so on) Issues with duplication, and magazine quantity manipulation have been identified and are being resolved, and NATO military gear will be moving out of the Quonset Hut Barracks and back to their proper NATO chopper crash spawns. The art team is working on finalizing the upcoming Enduro Dirtbike model, which will hopefully be joining the vehicle distribution in 0.60. This vehicle will probably be our most accessible type, but like all other vehicles will need the proper parts, and operational fluids to maintain and use. On the engine side the team is working hard towards a functional merge for several areas, keep in mind just merging these modules and systems are just the beginning. Configuration, testing, and iteration will need to occur. - Renderer has entered initial functional testing with internal Q/A - Animation System development is in progress, and the animation team is working closely with the programmers to begin testing/implementation. - Network Optimization is a top priority, with issues such as player desync, gunshot sounds, and vehicle position being tied to this work. Network profiling tools will be used on 0.59

Evening Survivors, In this week's Status Report our Lead Producer Brian Hicks will fill us in on subjects such as the CLE and a bit on work on the engine. Also, Lead Designer Peter will be commenting on work that has been done in regards to firearms.

Contents This Week

Development Board Spotlight

Dev Update/Hicks

Greetings Survivors! Much to the delight of our reddit community (I'm certain) we'll be covering some points on the ongoing refinement of DayZ's in game economy this week, as well as talking about some upcoming content to the game, and a quick recap on the progress of upcoming engine changes for Enfusion. Lastly, Peter will talk briefly about future changes to how ammunition is handled in DayZ. Don't forget to keep your eyes and ears open during TwitchCon - as I'll be speaking about Aerial Transport, Contaminated Terrain, and an additional little surprise I hope you'll all be excited for as I am. (This should be hosted on twitch.tv/dayz) We've normalized the 0.58 stable branch economy around 27,000 minimum spawned items across Chernarus. The most prevalent items of course are clothes, tools, and resources required to survive. Internally we've begun setting the system up to apply lifetime to items upon their creation (spawning) so that player interaction with items is no longer required. This should take the economy a step further towards keeping things robust and moving. Region control is the next major step for the economy, which will allow us to restrict certain items to spawn only in certain regions - This way we can ensure more of those basic supplies are kept spawning on the coast to ensure folks have what is required to move inland, regardless of player traffic. For 0.59 we'll begin experimenting with making civilian firearms a little more prevalent, and ammunition will begin to be more of a rarity. The desired effect being that ammunition itself will have an increased value, so that the decision to take that shot has more factors to it. That said, loose ammunition types that are used by civilian weapons as well as military have had their potential loot spawns expanded so it can be found throughout Chernarus. (7.62x39 for the IZH, 45 ACP for the 1911, and so on) Issues with duplication, and magazine quantity manipulation have been identified and are being resolved, and NATO military gear will be moving out of the Quonset Hut Barracks and back to their proper NATO chopper crash spawns. The art team is working on finalizing the upcoming Enduro Dirtbike model, which will hopefully be joining the vehicle distribution in 0.60. This vehicle will probably be our most accessible type, but like all other vehicles will need the proper parts, and operational fluids to maintain and use. On the engine side the team is working hard towards a functional merge for several areas, keep in mind just merging these modules and systems are just the beginning. Configuration, testing, and iteration will need to occur. - Renderer has entered initial functional testing with internal Q/A - Animation System development is in progress, and the animation team is working closely with the programmers to begin testing/implementation. - Network Optimization is a top priority, with issues such as player desync, gunshot sounds, and vehicle position being tied to this work. Network profiling tools will be used on 0.59

Source

Steam News / 23 September 2015

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