- 3 ore fa
Il nuovo diario di sviluppo dedicato a Dayz è composto, per la prima metà, da scene catturate dalla versione Alpha del titolo. Nonostante Bohemia non ritenga la versiona stand-alone di Dayz pronta per il debutto, animazioni e visuali risultano decisamente buone.
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00:28Musica
00:57Musica
01:22Musica
01:58Musica
02:27Hello everyone and welcome
02:29to our dev blog reviewing
02:31the milestone that
02:33ended in July. So
02:35this milestone, the idea is to
02:37prepare and see if we can
02:39actually release a
02:42alpha based on
02:43this milestone and the results were
02:45no. And so what I'm going to cover
02:47now while we've got some gameplay going on
02:49in the background is the reasons behind
02:51that. A little bit more detail
02:53will be put on the dev blog in terms of
02:55some words. So the build
02:59is not ready for release. So
03:01we have now moved on to
03:04pushing forward
03:05to our next milestone and
03:07working on the issues that were
03:09presented with what we've
03:11worked on in July. So I guess the biggest
03:13piece of work that's remaining for us
03:15is what we're calling the multiplayer
03:17network bubble. So what
03:19this means is that clients
03:21receive updates
03:22that are within the vicinity of
03:25bend. At the moment in
03:26armour you receive
03:27updates from everything that
03:29occurs on the map.
03:31That works out very well for
03:33the armour system but it doesn't work out so
03:35well for DayZ where we have hundreds of
03:37thousands of items and
03:39thousands of zombies on the map
03:40and lots of players doing lots of complex
03:43little interactions. So
03:46what that means is
03:47as the player is moving around they're
03:49only getting the updates that are
03:50close to them. This gives us good
03:52performance games
03:54it gives us a lot more security in
03:57terms of dealing with hacking and
03:58things like that because there's
03:59limited data available to the clients.
04:02That has been
04:04programmed to be developed as
04:05of this sprint that's coming up for
04:08coming up for us now. So we'll have
04:10more report on the progress of that
04:11in the next dev blog.
04:14Another thing we've been working on is
04:16finalising the injury and infection
04:18system. So we had a rudimentary
04:20system already implemented and based on
04:23performance and functionality
04:26reasons that's actually being
04:27redeveloped. We've got a new
04:30animation tree for injured
04:32drows as we've seen in the little
04:34preview that occurred before
04:36and we're really excited about
04:40that and I think that's another
04:42area of development that's going to
04:43carry on. But the aspects of this
04:45aren't going to block us from
04:47releasing the alpha. But we will be
04:49continuing with development on that
04:51and recording in the next dev blog.
04:53Another area of development for us
04:55has been the attachment system and
04:58how that links in with our rifle that
05:01we've chosen which is the M4. So we
05:03really want to finish all aspects of
05:05customisation for the M4. All
05:07functionality to a high level of
05:10quality. This provides us a benchmark
05:12weapon against which we can
05:14implement all other weapons. The
05:16artists and people might have seen on
05:17the forums have been really busy
05:18coming up with lots of new styles
05:20of weapons and things like that. We're
05:23just focusing on the M4 now. We're
05:25going to add in all the functionality
05:27for the suppressor, different sights,
05:29extended mags, all those kinds of
05:31stuff so that we have this excellent
05:33benchmark. Custom animations, custom
05:36muzzle flashes, everything for a
05:38weapon so that we really make them
05:40shine. Because we think that weapons
05:42are your levels in Day Z. So they're
05:44very important and we want them to
05:45really reflect that. A further area
05:49of work has been damage and bleeding.
05:50So the damage system is being reworked
05:53for both performance and
05:54functionality to accommodate the
05:56needs of Day Z. There's a new
05:58bleeding system, quite similar at the
06:01moment to the old system, however
06:03it actually bleeds from the exact
06:05point that you're shot at and
06:06animates correctly. So we think
06:09that's quite a cool new addition.
06:11At the moment it's not working
06:12correctly in the multiplayer
06:13dedicated server, so that's
06:16something that we do want to
06:17have finished before we can push
06:18the Alphara. The report on the
06:21progress of this will be in the next
06:22dev plot. One big area of
06:25development has been database and
06:27security metrics and things like
06:29that. So we're redeveloping the
06:31loot spawn system to be central
06:32server managed and we're also
06:34preparing the database for a wide
06:37release. It's got to handle a
06:39large number of players and
06:40connections. So that's receiving a
06:42significant area of development as
06:44well. Finally I guess one of our
06:46biggest areas of development beyond
06:48all this is stability and this has
06:50been greatly improved in the last
06:52weeks and I'm sure those of you
06:54who've had a chance to talk to the
06:55people who've been testing they
06:57will tell you the same thing. We've
06:59still got some way to go to
07:00accommodate the player levels that
07:02we feel is necessary for useful
07:04feedback. And I guess that's
07:06kind of the most important point
07:08to make in this development blog.
07:10Everybody really wants it to be
07:11released and you know we're really
07:13happy with how it's starting to look.
07:15But until we cover off on the very
07:18basic foundations of it there's
07:20just nothing there to play. There's
07:22nothing there to really enjoy. We
07:25feel we're very close to that but we
07:27want to take the time that's
07:28necessary to deliver on that and
07:30that is obviously frustrating for
07:32everyone involved both on the project
07:34team and as well as people wanting
07:36to play it. But really without
07:38these things it's just not possible. So
07:40we really appreciate people's
07:41patience with that. And I'll be
07:43posting more detail and text on the
07:46dev blog over the weekend as well
07:48once I've had a chance to sleep. So
07:50we hope you've enjoyed this little
07:51teaser and we're going to finish off
07:53the development blog with some
07:56interviews with some of the staff
07:58so you can hear how things are
07:59going on. Thanks very much for
08:00tuning in.
08:05Hi Evan, welcome again to the
08:08developers blog. So what do you
08:10are you currently working on at the
08:11moment? I should stress that I'm
08:15not there alone working on
08:17Chernois. It's a collaborative
08:20effort of me and Senshi and
08:22currently we've started making
08:25that really big thing. It's been
08:29hinted. We've been talking about
08:32that for quite a long time, almost a
08:35year. So in the extent of
08:37original Chernois we are trying to
08:39bring more content. So instead of some
08:42border forests which were boring
08:45monotonous, we are coming with a
08:48real landscape so we have obtained a
08:51new aerial photos. We are currently
08:55working on the ROG network on the
08:57basics of the design and mainly on the
09:00forests which still constitute about
09:0240% or 50% of the redesigned area.
09:08So what else do you expect to be in the
09:10northern expansion?
09:12Well, we are planning to have there
09:16some rock formations. If you've seen
09:21our latest development blog or the
09:25photos from the visit to Chernois we have
09:27visited the nice sandstone rocks. So we
09:30took some inspirations there. Certainly
09:35plenty of new cities, villages. Hopefully
09:39we will expand the railway network as
09:41well. Lots of exciting things and
09:45above all we expect that there will be
09:49something new to explore. And also some
09:55parts in the original Chernois which
09:58aren't really visited in DayZ because
10:01there's just nothing beyond them will
10:06get some more attention from the players.
10:09So what kind of new assets are we
10:10looking at? What buildings should we
10:12expect? What kind of rocks, trees, what's
10:15going to be new? We are trying to be
10:17quite conservative because the data sets
10:19we have at hand are quite big already
10:22but we are mainly trying to come up
10:24with something which would be
10:26functional. So one of the things I
10:28would really like to try would be
10:30some better way to display or to
10:37represent small water bodies in
10:40the landscape, especially streams. So
10:42having ponds more frequent so that
10:45players can
10:47get some dirty water, fill in their
10:49canteens. This can be very nice for the
10:53gameplay. Same goes for the small police
10:56stations. In the region like Northern
10:58Chernois it would be quite logical to
11:00have a police station on other
11:04care. They have some uniforms,
11:05equipments and we are trying to think
11:08along the lines of what could be
11:10useful for DayZ. Same goes for small
11:12health centers which are quite common in
11:15in the Czech countryside. So you have bigger
11:17village, there is a health center which
11:20has fairly good equipment. So instead of
11:25for example having to set back to
11:28Cherno-Gorsk if you are in need of some
11:33special supplies, you can also go somewhere else.
11:38so I hope decentralizing places where you can get
11:43these special assets can lead to a more
11:47variegated gameplay just to remove the
11:50stereotypes which are associated to the
11:54way the Chernois is laid out.
11:56So how far do we expect this to be, the Northern
11:59expansion to be along when we look for a
12:02release? You know, what are we expecting
12:03seeing there in the first versions?
12:08We have big ambitions, that's for sure.
12:11So it means that it will take at least a
12:15month to get something which would be
12:21acceptable. Of course we are talking about
12:24the basic landscape without any villages
12:27which require some big amount of work.
12:31But let's say that after one month's work
12:34we would be able to deliver terrain which
12:37would be more or less final in terms of
12:39vegetation, road network and some most basic
12:43features, rocks. Of course then we will need
12:52to design all the villages, oversee the
12:55process of creation of those new
12:57buildings. It's actually plenty of work
13:01so I expect it can be another three
13:04months minimum.
13:05So how often can we expect map updates
13:07with when the standalone comes out in the alpha?
13:11Well, from my own DayZ experience I
13:15remember that I was always quite unhappy
13:19when my position has been reset because
13:24of some critical gameplay feature was
13:25introduced. Of course if we would be
13:28updating terrain the safest option would
13:30be to reset everyone's position to
13:33some initial starting location on the
13:35coastline. Especially for the groups who
13:38tend to play together and set up camps
13:41on servers etc. It might be very
13:45disturbing. So I suppose that we will need
13:47some really good reason to update the map
13:50and force people to experience such a
13:56break in the gameplay. So definitely it will
14:00be in the bigger batches. So for example
14:05public alpha can contain the map without
14:08any towns and villages and next update
14:13after few months can contain these. If we
14:17will be making some more enhancements
14:23it can be another three or six months. We
14:32also to fulfill some of our ambitions and
14:35dreams. But I think we should not
14:37overdo it with bothering players and
14:43forcing them to restart too often.
14:45So just to finish off then, what are you
14:47most looking forward to with the
14:51expansion? Well I'm looking forward to
14:55the moment when I would just go to some
15:00village on the north and instead of some
15:02generic hills I'll see that inviting
15:06landscape and I'll for the first time
15:09try to explore it proper. Thank you very
15:13much for your time.
15:23Okay, well let me introduce Honza Absolon
15:27I like his nickname, Absolute, virtual
15:31Russian. And what we have here is a
15:35little bus station ticket office and it's
15:39one of the real artifacts from the real
15:44life charms. As we can see on the monitor
15:46which is currently obscured by Honza we
15:48also have a reference for those and we
15:50are trying to recreate this as faithful
15:55to the original as possible. But of
15:58course we will not put it just in a single
16:00location but with this ticket office we
16:05can build for example a bigger coach
16:07station in downtown Cherngorsk or in the
16:11bigger cities because that's what I
16:14always like to do and what I would like
16:16to promote in Cherngorsk for Daisy. Those
16:20real life infrastructures we all know
16:23like bus stations arranged in a realistic
16:26pattern so that we will probably figure
16:28out where the particular lines were going.
16:33maybe we can take a look at the interior
16:36if it's possible or just show some
16:40details. Yeah I remember when I was a kid
16:49we were setting off from this place to
16:54trips around. Well interior is pretty
16:59pretty simplistic but it's still liking some
17:02of the matte taste. Cool. Awesome.
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