Dev Report: November 2012


The current phase:

Our development focus is 100% on core technology, the key architecture, and not on features (yet). A major stream developing assets also runs in parallel to the core development team.

Due to the success of the development so far, and the interest in the project in general - we decided we want to do things properly. This means we have been very bold with our architectural changes. We are moving to the server-client MMO architecture model. We are making weapons and items ‘entities”, meaning we can support customization and…

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Woo! Sounds like the new update is going to flesh out the game, or at least make it very easy to flesh it out.

Player clothing is being implemented including: headwear, jackets, trousers, footwear, etc..

I love this, it’s so hard to identify players as the guy you’ve been running around with for the last 5 hours when everyone looks practically the same. I wanted an update like this though I was thinking more like being able to find colored bandanas you could wear on your arms.

Weapons and items are now “entities”. This means they are more object oriented in structure, allowing weapon customization, degradation - the possibilities become endless. This is a major, huge, shift in engine architecture.

I’m not quite sure what this means outside of weapons degrading over usage. but I have this thought in my head of being able to shoot another player’s gun out of their hands? Does that not sound awesome?

The UI has been completely reworked, focusing on simplicity. We have studied games that we believe are leaders in this area, such as Minecraft, and are focusing on providing functionality without fancy complexity in this regard.

YES NEW UI IS DESPERATELY NEEDED. I don’t mind it being somewhat complex to use as long as it’s not complex to read, it took me so long to figure out exactly how my inventory worked when I first started playing Day Z

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    This game, as a mod or as a standalone, is awesome. I can’t wait!
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