DayZ
This topic has been locked
Dinohtar Mar 31, 2014 @ 3:17am
Dayz: Development Roadmap
Highlights for next update

  • More robust process for testing / delivery
  • Bow and arrow / crossbow
  • Fireplaces
  • Network optimizations
  • No spawn penalties for joining same server
  • When ?
    Best case: two weeks
    Worst case: end of April

Fireplaces

  • Can cook things!
  • Crafting fireplaces
  • Upgrading them to ovens

Respawning Loot Prototype

  • World divided into quadrants
  • Quad resets when empty X time
  • Includes resetting doors
  • Door state randomly set on world start

Accelerated Time

  • Removed as part of lag / desync fix
  • Configurable by servers admins
  • Up to 64x faster day / night cycle
  • Rules for Hardcore t.b.d.

Throwable Items

  • Everything that can be held in hand
  • Different materials react differently
  • Uses "Bullet" physics SDk
  • Calculated on server

Player Controls

  • Mouse Acceleration issues
  • Dexterity
  • Freelook
  • Physics based movement
  • Jumping considered


Short-term (Q2)

Ragdoll

  • Nearly functionally complete
  • Based on "Bullet" physics lib
  • Includes falling characters
  • The future?
  • Dragging unconscious / bodies
  • Blended body injuries

New AI pathfinding

  • Animals and Zombies
  • Techniques
  • Voxelization
  • Walkable polygons
  • Navmesh optimization
  • Object Avoidance
  • First iteration nearly complete
  • handles interiors, small objects

64-bit

  • Compiling!
  • Server can use more memory
  • Helps with
  • Physics integration
  • Vehicle physics
  • New zombie AI
  • Possibly much more

Prototype Animalst

  • Prototype implementation
  • Allow player "hunting"
  • 6 new animal types
  • Starting from scratch
  • Wandering

Persistent Objects

  • All objects or just some?
  • Save state of everything
  • Decide which to permanently use

Advanced weather effects

  • Snow and Fog
  • Weather will affect player
  • Ballistics affected by weather

World Containers

  • Refrigerator
  • Oven
  • Cupboards


Medium-term (Q3)

Multi-thread / Multi-core

  • Multiple threads on Multiple cores
  • More zombies...
  • More players...
  • More animals...
  • Probably more server focused

Advanced Animals

  • Hostile animals
  • Neutral animals
  • Companion animals

New Zombie Behaviour

  • More responsive
  • Redeveloped "agro" system
  • More benefits to stealth

Central Loot Economy

  • Control loot numbers centrally
  • Set for all servers per hive

Barricading

  • Physics based construction
  • Mainly focused on existing buildings.

Basic Vehicles

  • Small Vehicles
  • Bicycle / Motorcycles / ATV
  • Possibly includes small car
  • Customizable / Configurable-like weapons
  • Physics based ("bullet" Physics SDK )

Modding Support

  • Probably tied with private hives
  • Full support for mods
  • Steam Workshop integration

Player Statistics

  • Steam Achievements
  • Database interaction API for developers

Horticulture

  • Growing plants
  • Persistent to server
  • Prototype to come earlier


Long-term (Q4/Qx)

Advanced Vehicles

  • Cars / Trucks / Planes / Helicopters / Boats
  • Upgradable components
  • Similar approach as weapon attachments

Extended barricading

  • Existing barricading to full construction
  • Allows players to create new structures
  • Persistent to that server

Advanced Social Mechanics

  • Faction identification methods
  • Spawn systems tied to controlled locations
  • Better UI support for trading.


1 year = 12 months
Q1 = from January to march (included)
Q2 = April to June
Q3 = July to September
Q4 = October to december

____________________________

This information can be found at:

https://www.youtube.com/watch?v=D5coI5eT9JQ
Starts at 18:27

http://imgur.com/a/CDb92
Last edited by Dinohtar; Mar 31, 2014 @ 3:18am
< >
Showing 1-15 of 1,600 comments
Rexwiz Mar 31, 2014 @ 3:20am 
Nice, this needs to be pinned ;)
Kyzza Mar 31, 2014 @ 3:21am 
:)
Feelings Mar 31, 2014 @ 3:42am 
Respawning Loot Prototype

  • World divided into quadrants
  • Quad resets when empty X time
  • Includes resetting doors
  • Door state randomly set on world start


Advanced Animals

  • Hostile animals
  • Neutral animals
  • Companion animals

This loot spawning system doesn't look like a good idea, I mean no one loots everything, especialy books, shoes, baseball bats and some food stuff. I always find these things in every military base or airfield while everything else is looted. Does that mean that nothing will spawn?

And I wander what exactly does companion animals mean, and how will they work :)
Ello Mar 31, 2014 @ 3:52am 
Originally posted by Toxicity:
This loot spawning system doesn't look like a good idea, I mean no one loots everything, especialy books, shoes, baseball bats and some food stuff. I always find these things in every military base or airfield while everything else is looted. Does that mean that nothing will spawn?
exactly my thoughts... and if there is a little hut somewhere with a rotten kiwi??
Originally posted by Toxicity:
And I wander what exactly does companion animals mean, and how will they work :)
i'd think there could be a dog which attacks at your word

and i am curious about physics
Last edited by Ello; Mar 31, 2014 @ 4:01am
Rexwiz Mar 31, 2014 @ 3:52am 
Originally posted by Toxicity:
Respawning Loot Prototype

  • World divided into quadrants
  • Quad resets when empty X time
  • Includes resetting doors
  • Door state randomly set on world start


Advanced Animals

  • Hostile animals
  • Neutral animals
  • Companion animals

This loot spawning system doesn't look like a good idea, I mean no one loots everything, especialy books, shoes, baseball bats and some food stuff. I always find these things in every military base or airfield while everything else is looted. Does that mean that nothing will spawn?

And I wander what exactly does companion animals mean, and how will they work :)

Watch the video ? Dean explains most of it.
Dinohtar Mar 31, 2014 @ 3:52am 
you're taking it a bit to literal i think Toxicity. We dont know yet ofc but my gues would be that it takes those things into acount. Maybe a quadrants needs to be below a certain percentage or something.

Companion animals are dogs and horses possible to help hunt / defend and to ride.

As Cpanther says watch the video. It explains a lot
Last edited by Dinohtar; Mar 31, 2014 @ 3:53am
Feelings Mar 31, 2014 @ 4:01am 
Oh my bad, will deffinately watch the video :)
Noppo Mar 31, 2014 @ 4:23am 
I see many "Stop killing my dog ffs"-Threads.
Dinohtar Mar 31, 2014 @ 4:25am 
Would be funny to just snipe someone's dog and let the guy life.
Noppo Mar 31, 2014 @ 4:27am 
Originally posted by Dinohtar:
Would be funny to just snipe someone's dog and let the guy life.

At least break his leg. That's the most funny thing to do in the middle of nowhere.
Rexwiz Mar 31, 2014 @ 4:31am 
Originally posted by Tixoman:
I see many "Stop killing my dog ffs"-Threads.

I actually like that idea alot.. but they haven't say what domestic animals will do ..

- Help you with hunting ?
- Warn you of danger ?
- Attack people with a command ?

Definitely interesting.
Noppo Mar 31, 2014 @ 4:37am 
Originally posted by Cpanther:
Originally posted by Tixoman:
I see many "Stop killing my dog ffs"-Threads.

I actually like that idea alot.. but they haven't say what domestic animals will do ..

- Help you with hunting ?
- Warn you of danger ?
- Attack people with a command ?

Definitely interesting.

Doesn't matter, as long as someone can kill them, they WILL kill them.
Rexwiz Mar 31, 2014 @ 4:49am 
Originally posted by Tixoman:
Originally posted by Cpanther:

I actually like that idea alot.. but they haven't say what domestic animals will do ..

- Help you with hunting ?
- Warn you of danger ?
- Attack people with a command ?

Definitely interesting.

Doesn't matter, as long as someone can kill them, they WILL kill them.

Everything is kill this and that with you guys.. it does matters. If a dog can smell someone from 200-300 meters away and bark. that will give you an interesting advantage. Also if they can track animals for hunting you may don't need to go to towns that often.
Feelings Mar 31, 2014 @ 4:54am 
Originally posted by Cpanther:
Originally posted by Tixoman:

Doesn't matter, as long as someone can kill them, they WILL kill them.

Everything is kill this and that with you guys.. it does matters. If a dog can smell someone from 200-300 meters away and bark. that will give you an interesting advantage. Also if they can track animals for hunting you may don't need to go to towns that often.

I think if your dog barks it will give you more disadvantage than advantage, it will give away your position. It will attract not only people but zombies too...
Rexwiz Mar 31, 2014 @ 5:01am 
Originally posted by Toxicity:
Originally posted by Cpanther:

Everything is kill this and that with you guys.. it does matters. If a dog can smell someone from 200-300 meters away and bark. that will give you an interesting advantage. Also if they can track animals for hunting you may don't need to go to towns that often.

I think if your dog barks it will give you more disadvantage than advantage, it will give away your position. It will attract not only people but zombies too...

Maybe we can train our dogs to give silent warnings.. like stopping and pointing in a specific direction. Anyway.. obviously they already have some plans for this, i don't think they adding companion animals just for target practice.
< >
Showing 1-15 of 1,600 comments
Per page: 1530 50

Date Posted: Mar 31, 2014 @ 3:17am
Posts: 1,600