Full notes
Full DayZ update
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What changed
- Compatibility
This week, we have Brian remembering the struggles he experienced during his modding days - and looking forward to how the DayZ Standalone modding will make things a lot easier. Eugen is providing a thorough recap of our recent progress, we're introducing our scripter Boris Vacula and his work on particle effects, and Baty is announcing the winners of our wee Halloween screenshot contest! Let's dig into it, Survivors!
Contents This Week
Dev Update/Brian Dev Update/Eugen Dev Update/Boris
Community Spotlight
Dev Update/Brian
As we approach the entry into the BETA phase of DayZ's development, I am reminded of how things were back in 2012 as we worked on the original Survivor GameZ. Working with Dean to get us early access to upcoming builds of DayZ Mod, and trying to modify the script codebase to match the projects needs. Much like many mod authors back in the day, it was a frustrating experience, trying to create our experience within a framework (Arma 2 scripting code/commands) that was simply not designed for the type of experience we were trying to create. It is experiences like this that specifically has me so excited for what we'll be able to offer mod authors with DayZ. The project benefits so much from being developed in house by Bohemia Interactive - doing this on in house technology is such a rare opportunity in the grand scheme of things. For both us as developers, mod authors, and you all as passionate advocates of survival in a post apocalyptic world it means a technology base that is designed nearly from the ground up to provide the tools needed to create the experience we've all had our eyes on from day one. From a more modern and robust animation system offering true layered animations (being able to move and perform an action at the same time, yay!), to a renderer better designed for the large distances and huge amounts of enterable structures and objects drawn at one time, to a more robust and performance conscious scripting language. Making sure that when DayZ leaves principle development and the Early Access program that it provides people in the tradition of all Bohemia titles with tools to tell their own stories is 100% key. Another thing I wanted to discuss briefly was DayZ's survival mechanics - both in gameplay systems, and in the economy values. I've often received shouts of dismay from both sides of the fence. Things being too easy, and being too hard. Looking at the mechanics we have on the survival side, something we've struggled with often as developers is providing an immersive (sometimes punishingly so) sandbox that has systems that don't frustrate. Paying attention to feedback has been critical, and I don't quite think we've hit the mark just yet with this. Far too often, players are forced to manage survival simulation mechanics while trying to engage in the true draw of DayZ, the player interactions. Rather than the survival mechanics serving as a method to drive, and give agency to the player interaction. In addition to this, the idea of an economy of scarcity should give said agency to players engaging and interacting with each other, but far too frequently, it ends up being a drive to either completely avoid players - or to just destroy them on sight. I truly hope that as we move into BETA, and begin to see mechanics that give players more of an option and feel of having an impact on the world, that
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