During this weeks maintenance period, DayZ version 0.48 is being pushed to stable branch. Version 0.48 is primarily focused on addressing issues tied with global voice abuse, camera collision, item cleanup, and the introduction of persistent storage to official (DayZ dev hosted) stable branch servers. Additionally, an interim redesign of melee targeting was introduced in this version as mentioned in last weeks status report by Lead Designer Peter.
Persistent storage across all stable branch servers (including rented servers from GSPs) is targeted for version 0.49 at the end of August. The reasoning behind this tiered deployment of storage is as follows:
- Persistent storage is user data. This is valuable, and we need to treat lightly when dealing with so many users data.
- Increasing persistent storage server numbers by pushing this to only official hosted servers allows us to stress the system even more so than on experimental branch
- This ensures that communities focused around rented servers (clans, fansites, etc) do not risk losing their stored items during this stress test
- This also allows game server providers to deploy, and test their methods of protecting, and backing up persistent storage for each server in the event of server failure
That said, version 0.48 also introduces a number of changes to the loot tables, additional content in the way of clothing, animations, items, and weapons. Make sure when testing these new features and content to file your bugs at feedback.dayzgame.com
From the Team
This week we have been focusing on work related to the wednesday stable release, so the majority of the work is related to bugfixing and persistence. We have also moved camera clipping into internal testing, so we can tune it a little bit more, this too should make the 0.48 update. After that release, we would like to work on other server side optimizations and start the next moves into iterating object persistence. We've also started implementing different types of doors, which is significant for later barricading features and many other features like locking the doors.
Mirek / Lead Gameplay Programmer
This week, I've taken a trip to a new studio we've begun to work with in Thailand to provide artistic direction and training for the artists here and will be returning with a bunch of new, interesting items I'll tell you more about soon. The team back home in Prague has been very busy.
Character Art: The SMERCH vest was delivered as the first modular vest which allows the user to attach an additional, small backpack to increase carry capacity for players who like to keep a low profile. We're glad you like the idea and we hope to expand on this concept going forward. To round out the eastern-block SF look, we're working on a new 'MASKA' helmet and, finally, a balaclava! Which, hopefully, means I will stop being spammed on a daily basis with people asking for it on Twitter...
We're simultaneously working on new civilian clothing: a new green version of the medic uniform I like to call the 'Luigi', a firefighter uniform, and a new pair of gloves which you'll be able to cut the fingers off of to get that hardcore biker look.
Environment: A whole set of new signs for factories, storefronts, and cities are being made to add some additional depth to the environment. As well, we've begun improving some of the vegetation models so they don't behave so...weird at times. That will be an ongoing process which will take a while.
Weapons: The next new firearm being added will probably be the Rossi R93 in 357mag.
In fact I was just notified today the art is done for it so now it goes to the designers for cfg, the animators to do their thing, and finally to the sound team. It'll be a little bit before you see it in the game since I've got a feeling animations will be a challenge to sync. We're also working towards allowing players to saw-off the mosin to make the notorious 'Obrez'.
The team is also making models for a crafted arrow and speaking of crafting, since melee weapons are getting some love, we're thinking about ideas for crafted weapons that enhance damage (think baseball bad with nails sticking out).
Ok, thats all for now. I don't want your heads to explode from the excitement.
Chris / Lead Artist
Standup notes for the week of 11 August 2014
Programming:
- Cleanup system
- Camera collision
- Object persistence
- Network optimization
- Melee system redesign
- Low pass audio filter support
- Animation system support
Animation:
- Harvesting animations
- Bow movement animations
- Fire starting animations
- Fishing animations
- Two handed throwing animations
Design:
- Support for simple object placement
- Horticulture design prototyping
- Character collision shape adjustments
- Impact of advanced weather on player
- Bow dispersion adjustment
- Craftable weapon design prototypes
Art:
- Additional animal models
- Civilian airfield structures
- Non lethal weapon models
- Rossi R92
- Craftable arrow models
- Craftable weapon design prototypes