This means they are more object oriented in structure, allowing weapon customization, degradation – the possibilities become endless. Player clothing is being implemented including: headwear, jackets, trousers, footwear, etc.This means trimming some transitions, so that you get quicker feedback from pressing the key to action (removing he “clunkiness” or “sluggishness”) Animations are being cleaned up to feel more responsive. The controls have been completely rethought, using inspiration and design lessons from games such as Minecraft to make the player more engaged with their environment.This means we can work towards avoiding the usual launch problems, by relying on the experience of Steam. The only hardware we then need to manage is the central database, which we already have some experience managing thanks to the DayZ mod. In using Steam for authentication, distribution, server browsing, etc… we are able to tap into their awesome resources in terms of scalability.I’m incredibly thankful to people like Chet Faliszek (creator of L4D) who has been very supportive and helpful to me. I met many at the team at Valve at PAX, and really want to get them playing the game and getting their feedback to help in development. We are very pleased that Steam is working with us so actively to make DayZ a great game and supporting us with quality features. Patches to steam can be deployed by the click of a button in our build pipeline thanks to new technology developed by Steam, that is making our process extremely easy and exciting. Release will be on steam, using many of steams key features such as delta patching, VAC, server browsing technology.The exact nature of this and specific settings is very much subject to change, but this will be a significant departure from how it is currently with the mod. Most settings will be forced server-side, such as gameplay and graphical settings (view distance, shadow distance, etc…).Our initial build will test that this base architecture works. Our aim is to make this foundation strong, and use that time to improve the mechanics not through hacks, but through sound and quality development. We are committed to a period of development of at least 12 months beyond that. From erratic weather and dangerous wildlife to pitch-black nights and rage-induced infected.Let me make this very clear, our foundation release (targeted for this year), is simply the beginning. An array of environmental threats that will test your capabilities. Make friends, kill on sight, kidnap strangers and bend them to your will, or be betrayed for a can of beans.
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