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  • 4 ore fa
Dean Hall e compagni hanno rilasciato un nuovo videodiario per DayZ, in cui vengono affrontati gli elementi critici in lavorazione presso il team sulla versione stand alone del survival horror a mondo aperto.
In particolare, viene affrontato l'argomento dell'intelligenza artificiale degli zombie, di come questa sia stata rielaborata e sia al centro degli sforzi degli sviluppatori, al momento, ma che nonostante il grosso lavoro effettuato questo non comprometterà ulteriormente i tempi di uscita del gioco. In ogni caso, non ci sono ancora informazioni precise sul rilascio dell'alpha al pubblico.
Trascrizione
00:01Welcome to the Daisy Dev Blog for September. It's been quite an exciting month for us. We've had game shows,
00:08development, all sorts of things happening. So what we're going to do today is I'm just going to wrap up
00:13what some of the actions have been recently on that.
00:16Firstly I guess we've got the usability improvements. So we got a lot of good feedback from Gamescom and I'm
00:21going to go through those and detail them. You're going to see a few new items. We've got item degradation
00:27due to getting shot damage, ballistic armor protection, restraining of players and I'll also finish off with talking about a
00:36bit of time that we're spending on the network bubble, redoing the zombie AI from scratch as well as moving
00:42into our new offices which is what happens next week.
00:46So without further ado I suppose I will crack into it.
00:53Right, it's been a while since the last Dev Blog. This time I really wanted to make sure that I
00:59was getting a good clear message across and had good audio and everything else. So let's hope it goes well.
01:05What I really want to show is a large area of work that we've been doing based on usability from
01:12Gamescom which was a convention in Cologne, Germany recently where we had a lot of players, I don't know how
01:18many but we had like 20 computers, people playing through constantly.
01:21So there was a lot of usability stuff that came up and while we were working on the core network
01:26architecture and finishing that off, we thought it was a good chance to make it a lot easier to use.
01:32So I'm sure by now those who are familiar with the project will have seen the new inventory screen.
01:38So we did a lot of work making sure it was good before Gamescom but we learnt a lot.
01:46So one thing that people were often trying to do, it's easier if I use this one here, is a
01:51lot of this context related feedback to tell people what they want to do.
01:56So you can see here I can actually swap that item out with one that's on the ground like that
02:02and I can do the same thing on the weapon.
02:04So a lot of people were trying to do that and it wasn't working and they get real frustrated.
02:07So we think that's gone a long way, just simple little things like this to making it a lot more
02:12flexible.
02:14As well, you know, same thing with the buttstock, that's a two-spot item and yeah, so it works a
02:21lot better.
02:22And the same deal works with clothing as well which was something that people were trying to do.
02:27So they were trying to drag it on them or drag them in, you know, like directly onto the item
02:33or something like that.
02:34So let's say I didn't know how the slots work.
02:37I can just drag it onto the player there and you can see that it's actually swapping the items in
02:43and out.
02:43So I think that's going to go a long way to helping the player explore because when we're not providing
02:49feedback, players are getting really confused.
02:51We started looking at things like containers, a real yellow theme going on in today's dev blog.
02:56So at the moment you unfortunately can't put the containers into your hands.
03:03This is something that we want to do coming up in the future as the idea is you can actually
03:08put the container onto your hands and see it open.
03:11But for the moment it's in there.
03:12So the idea is to have these different containers that you can do different stuff with.
03:18So I've put it on here and I can actually open that up and then get those out.
03:24Notice how it takes up a lower space.
03:26We're going to be putting some restrictions around how different containers work and that kind of thing.
03:31But we think it's a pretty exciting area for development as well.
03:38So I think these usability improvements combined are going to go a long way to making things a lot more
03:48easier for the player to use and actually go around inside the environment.
03:54One of the things players might know as well is that we've now started to put a lot more of
04:00the transitions back in.
04:02As we've moved to this new skeleton rig the animators have been very busy trying to add lots of different
04:08animations.
04:10And we didn't have a lot of transitions from those.
04:13So you can see here with me running around essentially like an idiot.
04:17You can see that now there's a lot more of the transitions.
04:21Now this is based on some feedback that we had from players both at Gamescom and on the forums was
04:27that while armor can feel a little bit, for want of a better word, janky, what we're aiming for is
04:34I guess there's a balance between that.
04:36We want it to be usable but we also want your character to feel not so much inhabited but definitely,
04:43you know, that they're running around in a real environment.
04:46So this is, I must stress, this is definitely not final.
04:49It's basically the animators are now just starting to get the chance to actually start playing with some of these
04:55things.
04:56And the other weekend I actually, the other week, the other week I actually brought up the point that we're
05:01looking at for third person here actually bringing the camera right in.
05:07So that the camera will be, I can't demonstrate it here, but essentially the camera will be right in above
05:13the player's shoulder during certain movements.
05:15And I think that that's going to go a long, long way in actually improving how third person will be
05:23able to be used.
05:24You know, we certainly want to allow for people to turn third person off and that kind of thing.
05:29But I think that, yeah, that having a camera based solution will definitely be really useful in that regard.
05:42We took a lot of feedback with regard to how the reloading mechanism works.
05:47So originally in Gamescom you actually found little boxes or you could just find loose stacks like these rounds here.
05:54Then you unpack them and you could load them.
05:56Now, currently we don't have it that you can actually load it while it's on the weapon.
06:01And I realize some people think that this is going too far in terms of realism.
06:05But we really feel like magazines actually want to be a commodity.
06:13And we want to have lots of commodities in the game that you can find because it adds a real
06:18sense of economy and encourages trading and all those sorts of things that we really want to push with the
06:24standalone.
06:24So at the moment you actually have to take it off.
06:28But what we have been looking at doing is starting to play with this concept of putting things in your
06:32hands.
06:33And you can do that quite simply from the hot bar or you can do what I did there.
06:38And you can actually load the ammunition directly in your hands.
06:42We don't have an animation or much feedback at the moment but you can start to see the basic stuff
06:51formulating there.
06:52So I can actually, to give you an example, to swap the item in my hand and to reload it
06:58is a lot easier to do than previously.
07:02So here in front of my avatar here you can see three sets of boots, each with varying states.
07:10So the ones in front, right in front of me here, are actually in excellent condition.
07:15The ones to the right are damaged and the ones on the left are destroyed.
07:19So your item damage has a significant impact on how your player actually functions.
07:27And so we'll take a look at how that looks in the inventory now.
07:30So if I hover over these items I can see these are very poor, these are destroyed and these are
07:37in excellent condition.
07:39So if I run around in these destroyed boots now, I will actually start getting a foot injury.
07:46Now if you're walking around and you get shot in the legs or in the chest or something like that,
07:53the items actually get damaged based on where you're shot.
07:56So I'm actually wearing a ballistic vest.
07:58We've tried to add in some military stuff but you can see this one here is much more like you'd
08:05find from, you know,
08:08obviously a presser reporter or something like that.
08:10So if I got shot in the chest that's actually going to take some damage before the other items get
08:15damaged.
08:15But if I wasn't wearing that, anything inside my jacket will then get damaged.
08:22So these things I think are going to have a big impact on the kill on site mentality and things
08:28like that.
08:30And I think item degradation, not just with the boots but with all items and clothing, actually will come to
08:37have a very significant impact.
08:39Even on things like your weapon, opening cans of beans with can openers and things like that.
08:47So now what I'm going to demonstrate is something I talked a bit at Gamescom about which is what we've
08:53got for player restraining.
08:54So here I've got a player who's in a surrendered position.
09:00The player can get out of this, they can activate this themselves by pushing a gesture key or something like
09:05that.
09:05So what I'm going to do is I'm actually going to set up now my quick bar so that I
09:09can use it with a couple of items in my inventory.
09:12So if I now press 3, you can see down there that I actually have handcuffs in my hands and
09:19I can use that on the player here and actually handcuff them.
09:25So I'm going to select that and I've got it enabled now for all messages to come through.
09:28So in the bottom left there you'll see the message that the other player gets and the message that the
09:36player themselves get is the one that's in the yellow one there.
09:40Oh sorry, the yellow one's the one that I get.
09:42So you can see now that the player here has actually been subdued and they are now handcuffed and they
09:51cannot move around.
09:52If they try and move, what happens is that they're basically able to struggle.
09:59So you can see now that the player is starting to struggle to get out of their restraints.
10:05And if I left the player there, they will eventually get out of their restraints.
10:11And this is quite a unique mechanic I guess because I think people can see what's going on and they
10:16can tell you to stop.
10:17So basically you just hold down a key and you start struggling.
10:21But I'm going to put this player out of their misery and I'm actually going to unlock handcuffs here.
10:26So you see I reach forward, unlock the handcuffs and the player is now free to move around.
10:33And I have the handcuffs and the keys back here as well.
10:40Okay, so now I've given us a player that we can interact with here.
10:44And notice that she's wearing one of those ballistic vests that I had on before.
10:49So what I'm actually going to do is make sure that I have some ammunition.
10:55And then I'm actually going to shoot that character.
11:01And we're going to see the degradation that it actually applies and put the wrong magazine off.
11:06You can see I'm switching the magazines here simply by pushing my hotkey button.
11:10And it's actually alternating between those magazine types.
11:15So now if I shoot this lovely lady in the chest, you can see that at the moment nothing happens
11:24except the press vest has got a little bit damaged.
11:28So this is something that's really really really useful for various player mechanics.
11:35Okay, so the player got a little bit hurt there.
11:37And you can see that the vest itself is now starting to get completely and utterly destroyed.
11:44Now if I bypass the vest and shoot directly in the arm, you can see now the player is also
11:48bleeding as well from the exact point that I shot at.
11:52And this is because the ballistic vest got damaged and there was some damage left over.
12:00So now I'm actually going to shoot the player and you can see the shirt there is really starting to
12:06get badly damaged.
12:08So if I get right up here and I can see in here the shirt is in destroyed condition.
12:13And not only that, but the items that were on the shirt are actually destroyed.
12:17And I think that this is a really really key aspect that we're actually adding.
12:23And the fact that we're able to do this is because we spent so much time redoing the inventory system
12:29to be this object oriented system.
12:31And it allows us to add all sorts of attributes to values.
12:36So I really do think that this combined with the restraint mechanic is going to allow us to at least
12:44make some inroads on that basic sort of shoot on site mentality.
12:48Because if you shoot a player, there's a real danger that you're actually going to destroy the items that they
12:56have on them.
12:59So now I want to, just so that nobody says that I'm sexist because I was shooting a female character
13:05before.
13:06Now I'm actually going to demonstrate on this guy who's kind of semi-militarified.
13:11So we're really spending a lot of time creating different clothing items and you can see some of the work
13:17that's been done here on this character.
13:20He's wearing quite military style stuff.
13:22So he's got our placeholder Kepler helmet.
13:24He's got an olive shirt on.
13:26He's got a military style vest that allows them to store items.
13:29And he's got the good old fashioned cargo pants on.
13:32So normally if you shoot a player in the head, naturally you would expect him to die.
13:37But if I do a glancing hit with this and hopefully a bit of work.
13:44So you'll see that he got hit.
13:46Ignore the blood splitters.
13:48We haven't tied that up yet.
13:49But you see he's actually still okay.
13:52And if I shoot him again, he's not liking that.
13:57And he's actually taken some damage.
13:59So we can wait and he'll stand back up.
14:02So he's actually bleeding from the head now.
14:04And what I want to do is kind of just make it go all over.
14:08So the bullet actually went through his head there.
14:10And has actually also damaged the tactical shirt, which is quite bad.
14:17And in fact, it's even damaged the destroyed camo there.
14:22Might be a little bit overpowered for this demonstration here at the moment.
14:25But you can see where we're going with that concept.
14:30And how hopefully it will go some way to changing the kill on sight mechanic.
14:36I guess not super overpowered.
14:38So the first hit, the first couple of hits actually destroyed the helmet.
14:42And it was the last hit went through the tactical shirt and the assault vest.
14:47So I need to play with the values quite a lot to get them working right.
14:51But you can see the basics of the concept now.
14:54So if I took those on and I actually put on his assault vest here.
14:59You can see that even though it's on my character, it's really, really, really badly damaged.
15:05And it's not going to be any good to anybody.
15:07And if there are any items inside that, that would also be reflected as well in that.
15:14So we haven't, another thing to note while I'm kind of here is that we haven't actually got the cursor
15:18system.
15:19Many of you saw dyslexia's great information based on how we can play with that.
15:25And we are committed to doing that.
15:27But it just hasn't happened at the moment.
15:29So if I, again, to labor back that point there before.
15:33If I put that tactical shirt on by swapping it out.
15:35You can see that now my shirt is actually destroyed.
15:40It looks kind of cool actually.
15:42Yeah.
15:44The material files we've got, you'll notice they're a little bit stretched.
15:47They're only placeholder at the moment.
15:49We just really wanted to make sure that, yeah, that we were really perfecting things with it.
15:55So I'm going to get my clothes back off this player here.
16:01Because I don't like it.
16:03Yeah.
16:03So I think players are going to have a lot of fun with these new systems that we've created.
16:09I know we've had a lot of fun making them.
16:12And we're really excited to see what impact it's going to have on the, yeah, the kill on site mentality
16:21and those things like that.
16:23I think there's going to be a lot more instances where players will actually hold up other players.
16:29We'll be restraining them and this kind of thing.
16:34Something else that we received feedback on.
16:36A lot of little bits and pieces of feedback around, well, just about everything based on the forums, on Reddit
16:44and things like that.
16:45Is making some of the items much more interchangeable and usable.
16:49So you can see now, if I drag the bayonet on here, I can actually open the can of baked
16:54beans with the bayonet.
16:55It hasn't affected the items condition straight away.
16:59But if I did that a lot, it will actually really start to affect it.
17:02And now you can see I can't eat those.
17:04I'm right clicking here.
17:05It doesn't work.
17:06But ones that are open, I can actually, I can actually eat some of them.
17:11So, yeah, this is, this is something that we've been working on a lot.
17:17And we're very pleased with about starting to slowly just increase the amount of interactions that are happening in the
17:22world.
17:23And making, making that much more interesting.
17:27So one area that I've talked about previously is the zombie AI.
17:33So as many people are aware, I've been working on this with some of our programmers for basically the last
17:40year, looking to see how we can get zombies to work better in day Z.
17:46Basically, the conclusion that I came to was I made a proposal to entirely replace the way that we'd approach
17:52zombie AI completely.
17:53So that's going to replace the work that I've been undertaking on that for basically the last year.
17:58But I think we've gone as far as we could with the existing system.
18:02And we need a custom system designed from the ground up.
18:06Now, just to note that this does not affect the alpha release.
18:10It will be the system we have at the moment is probably good enough to kind of meet what we
18:15need to for the alpha release.
18:16Or we could always just do the release without zombies.
18:18There's those two options if there's performance issues.
18:21But you never know, it might be in time for us to do our initial alpha.
18:27So the system, the proposal that came up was that zombies will chase players and avoid collision.
18:33It's very simple.
18:34The existing system is designed for armor, which is we have a soldier for running from point A to point
18:41B.
18:42And so the new system is actually very simple.
18:44The zombies will only pathfind for a short distance in front of them.
18:48And otherwise, they'll avoid collision.
18:50We are going to take some of the systems that are already in place and sort of repurpose them for
18:58what we need.
18:59This is currently tasked with one of the new senior programmers who's joined a team from another project.
19:04And there'll be more information about that later.
19:07And they're being overseen by the existing engineering programmers that we have who are the creators of the actual engine
19:13themselves.
19:13So yeah, I'm looking forward to talking about that more in a future devlog.
19:19The final thing I wanted to talk about was the famous network bubble.
19:24So essentially this, the idea of this is that at the moment in Armour, you receive all updates for everything
19:32that happens around you.
19:33So if someone opens a door in Kamenka and you're located over in Electra or something, you're going to receive
19:40all the updates.
19:41Now this wasn't so much of a problem with the mod, but it's a great problem when we have about
19:46100,000 items and say 5,000 zombies and 150 players on the map.
19:51So in order to make our alpha period worthwhile, we want to release with this network bubble.
19:57And it's the last task remaining before we do that.
20:00So this is in progress by Andre Spaniel.
20:03He's the co-founder and most senior programmer in the company.
20:06He's the guy with others who designed the engine, which has spawned Operation Flashpoint, all the Armours, Virtual Battlespace and
20:13now DayZ.
20:14So he's very pleased with the progress and I'll be regularly reporting on how the testing goes with that.
20:21But there's really not much to say at the moment.
20:23We haven't done any large-scale testing with it, but he's very happy with it and doesn't seem to think
20:30it's too big a task.
20:31So I'm looking forward to reporting on that soon.
20:36Well, that's all I've got for the devlog this week.
20:39Hopefully you've enjoyed the outline of the progress and the devlog was a bit more focused than previous ones.
20:46And hopefully the sound was a bit better than last time as well.
20:49We're really happy with how things are progressing.
20:51We move into our new offices in central Prague next week and a bunch of our new hires are all
20:58starting to turn up now.
20:59So it's very, very busy for us around here.
21:01There's still no set release date for the alpha.
21:03We're waiting on the confirmation of the multiplayer performance that we believe the network bubble will give us.
21:09I really can't stress how critical this is.
21:11There's no point in us releasing the alpha unless we know the multiplayer performance is at a point where we
21:18can test it with large amounts of players.
21:21And as soon as that's in, we'll push the big red button and lots of fun will happen.
21:25Thanks very much.
21:28I'm told by others.
21:28We're sidetracked.
21:29Thank you.
21:29Grazie a tutti

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