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Steam News27 June 20179y ago

Status Report 27 June 2017

This week, everyone's super busy with actual development work on 0.63, but Brian, Eugen, Viktor and Martin still managed to share some exciting bits and pieces - we're addressing our old development roadmaps, share some

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addedThis week, everyone's super busy with actual development work on 0.63, but Brian, Eugen, Viktor and Martin still managed to share some exciting bits and pieces - we're addressing our old development roadmaps, share some of our intended design on game economy, tease a couple of new gesture animations, and also discuss some of our communication related news (including an Instagram account!). Let's get to it.
addedDev Update/HicksGreetings Survivors. This week, I don't have too much for you, as a great deal of everything I've been so excited to work with Peter on over the last few years is entirely dependant upon the successful implementation of DayZ's new spine („DayZ 2.0“ as Peter lovingly referred to it in our 0.62 Developer Live Stream ). This Status Report, I wanted to talk the opportunity during the wait for BETA to clarify a few points about our i n game economy , and the continuing work that Peter, our programmer Frantisek, myself, and others are putting into it. Everyone on the dev team sees the same issues as everyone else . Buildings with repeated spawns of the same item in some situations, some items ending up clustering in one region of the map, helicopter crashes not spawning firearms (psuedo-intentional currently), and of course the availability of early game supplies. BETA isn't just about the new animation system, and related components. The programmers responsible for the central economy have reached the end of what they can do on 0.62, and a lot of work to address some of these issues has actually been done , but is on the 0.63 branch. Obviously this will need some testing and iteration to get it to where we want it - but I wanted everyone that follows developement of DayZ to be aware of the fact that we do know , and that we want it to improve as much as you all do. Heli crashes should spawn firearms , hell some of the stuff we have coming in the pipe has been discussed as clearly being dynamic event spawns only - so that people have to hunt these items down and can't just go to a static location to find them. There are many small details to DayZ that have a ripple impact on all connected points of gameplay, and the economy is a perfect example of this. Without it functioning properly, all the fancy improvements, fluid character movement, enhanced visuals and so on won't matter because the new player to DayZ won't be able to feel like they can learn, and master the world . They won't feel empowered early on to take on the challenges of surviving in Chernarus, if they can't understand how to find basic supplies. I could ramble on about this for hours, but I'll save you all that wall of text - Eugen, Peter, and Viktor will take it from here. I look forward to seeing you all in Chernarus, be it on 0.62 or beyond! - Brian Hicks / Creative Director
addedDev Update/EugenHi everyone! Since this week, everybody is really swamped with actual development work, I'll try to fill in for the lack of cool visuals or exciting new feature documentation and reflect upon some of our past decisions on the technology side of things. With the mindset of developing technology first to enable our vision for DayZ platform, we have gone through

This week, everyone's super busy with actual development work on 0.63, but Brian, Eugen, Viktor and Martin still managed to share some exciting bits and pieces - we're addressing our old development roadmaps, share some of our intended design on game economy, tease a couple of new gesture animations, and also discuss some of our communication related news (including an Instagram account!). Let's get to it.

  • Dev Update/Hicks

  • Dev Update/Eugen

  • Dev Update/Viktor

  • Dev Update/Martin

  • Community Spotlight

Dev Update/Hicks

Greetings Survivors. This week, I don't have too much for you, as a great deal of everything I've been so excited to work with Peter on over the last few years is entirely dependant upon the successful implementation of DayZ's new spine („DayZ 2.0“ as Peter lovingly referred to it in our 0.62 Developer Live Stream). This Status Report, I wanted to talk the opportunity during the wait for BETA to clarify a few points about our i n game economy, and the continuing work that Peter, our programmer Frantisek, myself, and others are putting into it. Everyone on the dev team sees the same issues as everyone else. Buildings with repeated spawns of the same item in some situations, some items ending up clustering in one region of the map, helicopter crashes not spawning firearms (psuedo-intentional currently), and of course the availability of early game supplies. BETA isn't just about the new animation system, and related components. The programmers responsible for the central economy have reached the end of what they can do on 0.62, and a lot of work to address some of these issues has actually been done, but is on the 0.63 branch. Obviously this will need some testing and iteration to get it to where we want it - but I wanted everyone that follows developement of DayZ to be aware of the fact that we do know, and that we want it to improve as much as you all do. Heli crashes should spawn firearms, hell some of the stuff we have coming in the pipe has been discussed as clearly being dynamic event spawns only - so that people have to hunt these items down and can't just go to a static location to find them. There are many small details to DayZ that have a ripple impact on all connected points of gameplay, and the economy is a perfect example of this. Without it functioning properly, all the fancy improvements, fluid character movement, enhanced visuals and so on won't matter because the new player to DayZ won't be able to feel like they can learn, and master the world. They won't feel empowered early on to take on the challenges of surviving in Chernarus, if they can't understand how to find basic supplies. I could ramble on about this for hours, but I'll save you all that wall of text - Eugen, Peter, and Viktor will take it from here. I look forward to seeing you all in Chernarus, be it on 0.62 or beyond! - Brian Hicks / Creative Director

Dev Update/Eugen

Hi everyone! Since this week, everybody is really swamped with actual development work, I'll try to fill in for the lack of cool visuals or exciting new feature documentation and reflect upon some of our past decisions on the technology side of things. With the mindset of developing technology first to enable our vision for DayZ platform, we have gone through

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Steam News / 27 June 2017

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