Full notes
Full DayZ update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
- Compatibility
- Gameplay
- Balance
It's been only a bit over two weeks in 2018, but we're already seeing some nice progress in DayZ Development! Eugen is providing a quick summary of our current production, Mirek and Viktor detail their ongoing work on the new player character (among other things), and Adam opens up 2018 in style with a major update regarding watercourses on Chernarus! As always, Baty closes with your community content - this time rather unsurprisingly focused on the bygone holiday season! There's also one song included, though. Let's go, it's the first Status Report of the year!
Contents This Week
Dev Update/Eugen
Dev Update/Mirek
Dev Update/Viktor
Dev Update/Adam
Community Spotlight
Dev Update/Eugen
The year of DayZ is here, and the first two weeks of it are behind us. I'll be looking over the decision making and work happening during the recent ramp up, with the entire team fully focused on 0.63 Experimental build delivery. We looked over the state of the game more energised after the holiday break, and came up with a selected subset of experimental features that will get us to a playable game state as soon as possible. Even with this goal of fast implementation in mind, we understand how critical it is to, after all the time with legacy builds, get the game out in a good state. Making sure that the long standing issues that bother us all the most get fixed for once: performance, stability, cheating prevention, and functional gameplay mechanics. We are aiming for a good balance of polish and progress, but don't get me wrong: 0.63 Experimental and BETA are still going to represent an Early Access game, so there will be issues. On the other hand, we will also work with a faster iteration speed to fix the remaining issues, to implement remaining content and features from our BETA/Experimental goals, and to go through all your valuable feedback. The past two weeks were spent on actionable items mostly within the player character feature set. I'll try and explain in more detail what are we dealing with right now:
Polishing prone mechanics
Besides waiting on polished animations and player prone turns, we still need to deal with limitations of weapon movement and ground collision. It's slick as hell though
Tweaking the new melee combat prototype
Moving to last iteration should bring us closer to final state and give us time to balance things out - damage and speed-wise
There were some changes to control scheme and targeting options
Implementation of Inverse Kinematics on player's legs
Huge step towards a right balance of player turns
Functional system that prevents extreme zig-zagging and visual fidelity of movement
Cleaning up error logs
Also looking into slimming the data and getting more order into current state of things
We do come back regularly to clean up the mess in logs and error messages in order to keep them in a readable state
Ladder climbing
The nearest major step in the new player movement implementation
Still needs more work on code, but script implementation is already waiting to be switched on
Camera
More details in Mirek's part
There is a lot more work that has been done in these two weeks, but some of it is just at its very beginning. After we're done with the new player character, you'll see more stuff done on the infected side of things. The same goes for vehicles
Source
Changelog.gg summarizes and formats this update. How we read updates.
