Author Topic: DayZ as a standalone game  (Read 5333 times)

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Offline Angantyr

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DayZ as a standalone game
« on: August 08, 2012, 04:18:25 pm »
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That’s right, this is actually happening - DayZ will be developed as a standalone game, with me as project lead, by Bohemia Interactive. This is the fairy-tale outcome for a mod that many would have said impossible four months ago.

Development and updates of the mod will continue in parallel with the development of the game, so anyone who is playing the mod now will be able to continue to do so. The project will follow the Minecraft development model; fast iterations with the community alpha available for a heavily discounted price.

I realize people will have many, many questions - but we wanted to let everyone know the announcement now. Over the coming weeks, these questions will be answered. The game will have it’s own site, www.dayzgame.com and the mod will continue at it’s present link.

“Now this is not the end. It is not even the beginning of the end, but it is, perhaps, the end of the beginning.” - Winston Churchill

http://dayzdev.tumblr.com/

Offline Nessaj

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Re: DayZ as a standalone game
« Reply #1 on: August 08, 2012, 06:16:39 pm »
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http://dayzdev.tumblr.com/ - I guess it was inevitable.

Yeah, I love these PW-type games!

We got 3 FPPWZSG(First Person Persistent World Zombie Survival Game - yes I made that up) this fall!

www.thedeadlinger.com
www.dayzgame.com
www.thewarz.com

Something is telling me that we'll be shooting a lot of zombies this year. :D

DayZ Facts:

    The game will be released still in alpha. This means it will still be under development.
    Rocket is project lead for DayZ at Bohemia Interactive.
    DayZ will be using the same engine as Arma 3.
    DayZ is set to follow the Minecraft pricing and development model.
    There will be continued support for DayZMOD alongside DayZ game.

Release date: Unknown
Price: Unknown
Minimum Requirements: Unknown


Source: http://dayzmod.com/forum/index.php?/topic/64335-dayz-standalone-confirmed/
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Offline Vibe

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Re: DayZ as a standalone game
« Reply #2 on: August 09, 2012, 10:08:17 am »
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Offline Molly

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Re: DayZ as a standalone game
« Reply #3 on: August 20, 2012, 07:58:12 pm »
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Over 15 minutes interview with Dean Hall, done during the GamesCon. Lot of insight and new info.

http://videos.pcgames.de/hdvideo/10322/DayZ-Interview-mit-Dean-Hall-dem-Schoepfer-der-ZombieMod
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Offline bukva2

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Re: DayZ as a standalone game
« Reply #4 on: August 20, 2012, 09:41:47 pm »
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Things id like to see in it:

Zombie animals (dogs, wildlife = faster than player, but cannot climb ladders ofc)
Zombies not breaking legs (its the stronges bone in the human skeleton ffs + unless its an animal like a dog)
Customizable weapons, removable scopes, silencers etc.
Working humanity system (not getting murders with self-defense)
Military grade armors, vests etc
Explosives, lots of them
Destructible buildings as seen in Battlefield
Lockable objects = safes, only able to store a few small things, nothing larger than a pistol, perhaps concievable with camo, instead of using the tents that you can spot from quite a distance, even if its in the middle of a forest

from the top of my head

Offline Molly

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Re: DayZ as a standalone game
« Reply #5 on: August 20, 2012, 10:30:18 pm »
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Not gonna happen ^^

Focus for the standalone:

bug fixing and hacking-safety.

New feature: ragdoll! :P
When west germany annexed east germany, nobody moved a finger too.

Offline Kafein

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Re: DayZ as a standalone game
« Reply #6 on: August 21, 2012, 03:39:35 am »
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Servers that don't wait until you got NVGs and super rare rifles to kill you when you spawn.

Offline Tristan

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Re: DayZ as a standalone game
« Reply #7 on: August 27, 2012, 04:12:02 pm »
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Increased persistance.
Less counter strike.
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Offline Vibe

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Re: DayZ as a standalone game
« Reply #8 on: September 13, 2012, 07:50:38 am »
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The integration begins

It has been a long time since we announced the standalone project, and much has happened. In many ways, DayZ is an “accidental project”, which brings about great opportunities for it but also with some real challenges. Most of the planning has to be done as it goes, with much of the project simply reacting to things that have happened. This is not a good way to start a development project.

Much of the effort has been spent establishing the project, getting the right people setup, a new build process, art pipeline working, contracts and agreements made, legal stuff sorted - all the stuff that is necessary to enable the project to work. During this time I completed a very heavy and protracted public relations tour - I could almost make a fulltime job simply out of doing interviews.

Now for a SCRUM style update:

What has happened

We have setup all the required pipelines to best push the project forward. The standalone engine we are using is a branch of Take on Helicopters, which itself is a branch of ArmA 2 Operation Arrowhead. We chose this because of its stability, ease of development, very achievable optimization, and the fact that our programmers are the architects of the engine - the very people who built it from the ground up over ten years.

Art has been very, very busy. Chernarus has been revamped, with bug-fixing and a great deal more buildings have been made enter-able with a very high standard of work involved.

For design I have spent much time listening, reading through the posts on the forums and the suggestion thread on Reddit. Some outstanding ideas have been gleamed from there.

What is happening now

Now the fun stuff begins, all the data from Bohemia projects is up for grabs - so I am going through and collecting the best assets from the projects and mashing the data together to get it loading into DayZ standalone. With this complete, the mod itself will be ported over and integrated. This then gives us a very solid basis for further development.

Our programmers have been reviewing the way forward on the critical issues, such as bugfixing, hacking, and security. These areas are proving straightforward areas for significant development as a standalone, and as a basis in the next few weeks we will have DayZ fully integrated, with all its required data, secured, and packaged. From here we can then test and begin the more exiting things.

Art is continuing with reviewing all the buildings, making them enter-able, and tidying up the interiors to make them look nicer. Once we have this done, they will look at making the environment much more authentic to the scenario (but first we aim for the functionality!). We are now commencing work on the redevelopment of the infected people (zombie) models themselves. This will be an exciting area of work for our artist who is dedicated to this task. Initially we will be producing male and female, I would like to look at the possibility of children infected - but there are technical (required new skeleton and baked animations), possible legal (rating issues), and even moral (shooting children) issues that need to be faced.

What is blocking us

Probably the biggest stumbling block, is me (rocket). I need to stop doing interviews and focus on making the game. Really, there is very little left to say - now it is up to me and the team to deliver this. Really, in many ways, this is our project to lose. We have great support from the community, developers, and the industry as a whole - it is up to us to deliver for that promise. I think we will, but the next month is going to be really telling for our project.

Beyond that, I simply need to push forward with the integration. Once that is done, I will post some content through on the tumblr so that people can see how the development is progressing.

Offline Ganner

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Re: DayZ as a standalone game
« Reply #9 on: September 13, 2012, 09:39:34 pm »
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Im hoping for more of a minecraft meets dayZ myself.

In other words, i want a game with the playstyle of DayZ (first/3rd person realistic shooter) and the basecrafting of minecraft.  I want to be able to make a stronghold that i can come back to every night after a hard day of scavenging.  Not a single solitary tent in the middle of fuck all nowhere and hoping to god someone hasnt haplessly wandered into your tent.

Also free roaming zeds, that pack up and create mobs, but move slightly slower and more predictable (of course with a few of the runners still in) who are also not tied to a spawn area (no more safe zones away from towns)

Eh but this is a pipedream and i doubt dayz or the dayz alike mmo will be able to deliver on.

Offline Vibe

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Re: DayZ as a standalone game
« Reply #10 on: October 17, 2012, 10:16:39 am »
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« Last Edit: October 17, 2012, 10:20:56 am by Vibe »

Offline Vibe

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Offline Vibe

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Re: DayZ as a standalone game
« Reply #14 on: February 05, 2013, 07:28:41 am »
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