HomeGamesUpdatesPricingMethodology
Steam News30 October 201510y ago

Status Report - 30 Oct 2015

Afternoon Survivors, In this week's Status Report, Lead Producer Brian Hicks will be covering a lot of ground going through several topics such as the Infected, the animation system, soft skills, status on version 0.

Full notes

Full DayZ update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes1 addition0 changes0 removals
  • Performance
addedDev Update/HicksGreetings Survivors! So, this is the first SR since the change in vocal style and frequency - and it just happens to come on the heels of our Quarterly Review and Beta discussion at PAX Australia. I appreciate everyones patience as I deal with jet lag catching up with me. We have some cool stuff to talk about this week - not as cool as the last Status Report - but cool enough I think. I'd like to kick off this week with an update on a few key areas of the engine I know everyone is waiting to hear about. Renderer: I touched on this a bit during the PAX Australia presentation (and that audio/slides will be put out as soon as I get back to Prague) - Post Processes: IN PROGRESS - Water & Ocean Surfaces: IN PROGRESS - Optimization & Paralellization: IN PROGRESS Current Status: Actively under testing with internal QA We've made some great progress over the last few weeks. I prefer to manage expectations - so I'm going to say don't get too excited. Issues could pop up in QA over the next few weeks, but morale in the office regarding the renderer is getting high. I'm excited - but keep in mind we don't want it to hit experimental until we're confident in a strong -initial- performance gain. New Animation System: While we've made strong gains on this that has enabled the design team to start working on a complete rewrite of all player actions currently in game (demonstrated in the last SR) we're still working on the last few areas that -must- be completed in order to fully merge the player over to the new player controller. We'll keep you all updated on this. Infected: As we mentioned in the last Status Report - Infected will be making a return in .59 - but as covered in the PAX presentation there are changes we'd like to look into making to the infected, specifically in the area of spawning and distribution that should go miles towards a more rewarding (and scary!) experience when it comes to crawling through cities looking for gear. .59 Experimental: As of the time that I boarded my flight to PAX Aus - the last remaining major blocker towards moving this build to the exp branch was sitting specifically on vehicle position sync. It is critical we at the very least provide a more enjoyable experience with vehicles than on previous builds, especially considering the increased quantities. The gameplay programming team has been working hard on doing just this. Aside from the stuff mentioned above - we do have a few cool things to share with you guys. As those of you who watched the TwitchCon presentation, you know part of the character progression path we've been working on in addition to soft skills - is the life span of the character. Specifically shown at

Afternoon Survivors, In this week's Status Report, Lead Producer Brian Hicks will be covering a lot of ground going through several topics such as the Infected, the animation system, soft skills, status on version 0.59, as well as other tasks going on behind the scenes, and Lead Designer Peter Nespesny will be handing us some info on the work ahead regarding user actions.

Contents This Week

  • Development Board Spotlight

  • Dev Update/Hicks

  • Dev Update/Peter

  • Community Video: The Last Day Of The Chernarus Club

Development Board Spotlight

Dev Update/Hicks

Greetings Survivors! So, this is the first SR since the change in vocal style and frequency - and it just happens to come on the heels of our Quarterly Review and Beta discussion at PAX Australia. I appreciate everyones patience as I deal with jet lag catching up with me. We have some cool stuff to talk about this week - not as cool as the last Status Report - but cool enough I think. I'd like to kick off this week with an update on a few key areas of the engine I know everyone is waiting to hear about.

Renderer

I touched on this a bit during the PAX Australia presentation (and that audio/slides will be put out as soon as I get back to Prague) - Post Processes: IN PROGRESS - Water & Ocean Surfaces: IN PROGRESS - Optimization & Paralellization: IN PROGRESS Current Status: Actively under testing with internal QA We've made some great progress over the last few weeks. I prefer to manage expectations - so I'm going to say don't get too excited. Issues could pop up in QA over the next few weeks, but morale in the office regarding the renderer is getting high. I'm excited - but keep in mind we don't want it to hit experimental until we're confident in a strong -initial- performance gain.

New Animation System

While we've made strong gains on this that has enabled the design team to start working on a complete rewrite of all player actions currently in game (demonstrated in the last SR) we're still working on the last few areas that -must- be completed in order to fully merge the player over to the new player controller. We'll keep you all updated on this.

Infected

As we mentioned in the last Status Report - Infected will be making a return in .59 - but as covered in the PAX presentation there are changes we'd like to look into making to the infected, specifically in the area of spawning and distribution that should go miles towards a more rewarding (and scary!) experience when it comes to crawling through cities looking for gear. .59 Experimental: As of the time that I boarded my flight to PAX Aus - the last remaining major blocker towards moving this build to the exp branch was sitting specifically on vehicle position sync. It is critical we at the very least provide a more enjoyable experience with vehicles than on previous builds, especially considering the increased quantities. The gameplay programming team has been working hard on doing just this. Aside from the stuff mentioned above - we do have a few cool things to share with you guys. As those of you who watched the TwitchCon presentation, you know part of the character progression path we've been working on in addition to soft skills - is the life span of the character. Specifically shown at

Source

Steam News / 30 October 2015

Open original post

Changelog.gg summarizes and formats this update. How we read updates.