In today's Status Report our leads reflect on our appearance at Gamescom last week, where we had the chance to meet so many of you guys. Of course, the big spotlight is on tomorrow's release on the Xbox Game Preview program. For our PC players our Senior Producer Julien gave a first look at DayZ modding this week. Let's get started!
Gamescom is behind us and while it has been pretty physically exhausting, it is great to see all the positive feedback from players who visited us. DayZ was playable on all three platforms, PC, Xbox and PS4, and we've had these stations full almost nonstop. All stations were running the same build of DayZ on Enfusion. It's amazing to see how far we have come in this regard.
We've had a bunch of interesting interviews (check out Baty's part for a sample of those!), answering some tough questions a lot of you guys have had for a while, so I recommend watching these as it is hard to capture the detail in text. And I think we have done a good job communicating our vision, or the given situation in these cases. I hope you find the interviews enjoyable.
The Xbox release is happening tomorrow, and Martin will provide some additional details on that. I'll just mention that the Xbox One release shows Enfusion Engine as the future of Bohemia, as a base for what DayZ is right now and the possibility to bring our unique titles to all platforms. It's a big milestone for us and for Bohemia as a whole. There were always concerns about performance, controls and UI, but I think there is a way to do it right and we will learn what is best together with the Xbox community itself in the Game Preview program.
On the topic of the PC Experimental release, we have made some huge progress over the last week with the issues plaguing the Stress Test servers and are planning to increase the numbers available. We are also discussing the switch over to Experimental after last of the issues is fixed.
The Internal build and its development have seen a steady amount of features and content come in. And as of now, we are mostly focusing on base building and vehicles. The rest of the features are being reviewed and setting the priority on bugfixes for BETA is in progress. We are well underway to stabilize DayZ as a whole and I'm excited to see it get in good shape in the coming months.
It has been a long time coming, but we can see the light at the end of the tunnel. Both in terms of features, getting 0.63 to you guys, the release of server files, and modding. All things are in motion and we are very happy to invite new players into the game as well as welcome the old ones back. The growth of our community both on PC and Xbox feels almost imminent and I can't be more excited about things to come!
- Eugen Harton / Lead Producer -
Gamescom 2018, same as in the previous year, was an amazing experience. It's been great to meet fans and community members there in person. For me, it’s really refreshing to talk with you about the past, present and future of DayZ. I’m very happy to see that you are so eager and love DayZ so much. It’s motivational, which leads to a great psychic upbeat and spikes of positive energy.
Last but not least, I want to welcome all the Xbox One survivors into the world of DayZ. I’m excited that the next huge group of players will be able to enjoy such a unique experience which hardly can be witnessed anywhere else.
Be careful out there, it can be harsh... see you in Chernarus folks!
- Peter Nespešný / Lead Designer -
Hello Survivors! The past two weeks have been among the busiest this year, and that's because we've all been handling three major things at once: the PC content update, Gamescom, and the Xbox Game Preview announcement! As Eugen covered the PC part, I'll go ahead and give you a little bit of a behind the scenes from our Gamescom preparations, and update you on the state of the Xbox version of DayZ!
DayZ at Gamescom
Besides our own Gamescom booth, we've expanded our presence at Gamescom a little bit more this year. Thanks to our friends at Xbox, we've been invited to the Inside Xbox show to announce the release date of DayZ on Xbox one - and we've made a nice little teaser trailer to go along with that! A first one since the initial Early Access release!
We've only had a very short time for the production of the teaser (about 2 weeks of time, which is absolutely bonkers), and I'd like to recognize the work of Bohemia Interactive's Multimedia department that managed to set us up with a nice video in what was a truly killer deadline! It was very much a team effort, but my hat is off to Vladimir Jaske for the great editing work, Ivo Struzinsky for game capture and the work on our camera tools, and Jan Dusek for quickly editing together a really nice sounding DayZ track (the one at the very end) with our external composer Nick Fox. I can only say the teaser got people properly excited, and I can't wait to start the production on a new video for the 1.0 release!
As we've set the tradition with Gamescom last year, along with our developers, we always bring a very decent amount of free merch to our booth. It's something that we do very differently compared to most of the gaming booths, as we make sure that visiting us is actually a rewarding experience that allows you to meet with the developers you know from online channels, and sets you up with cool swag on top of that. Gamescom is a very exhausting undertaking for the team, but this personal aspect makes it worth the hassle!
DayZ on Xbox: known issues and release details
With the release date for the Xbox Game Preview announced, the teams back home started preparing themselves for August 29! The first step was letting all of the 5000 people with keys into the Closed Preview of DayZ. I'll admit, we've originally planned to do that sooner, and everyone freaked out quite a bit when our servers behaved in all the wrong ways at the beginning of the last week, but thanks to the massive effort done by our dev team, we've managed to get the situation resolved and get people to play. Looking at the feedback we're getting, there is a set of most common issues we have with DayZ on Xbox right now:
Crashes of the game upon loading
The inventory behaving in all sorts of weird ways (items not getting picked up, players being unable to fill in all inventory slots etc.)
General issues when interacting with items in your hands slot (especially fireplaces, guns/magazines)
Status icons invisible on some screens due to wrong UI scaling / cropping near the borders of the screen
Hits sometimes not being registered when firing a weapon
I want to thank everyone for reporting the issues - be it over the Feedback Tracker, social media, or private conversations. We are aware of most of the annoying issues, and while our priority is now set on applying last minute fixes for server stability and client crashes, we'll look into the remaining critical issues right after the Game Preview release on August 29!
As our Inside Xbox announcement was really only focused on the release date, many questions were raised on our social media. Here's the answers to some of the most common ones:
How much will DayZ cost on Xbox One?
DayZ will be using a standard premium game model (so no free to play, or any in-game monetisation) during the Xbox Game preview, and it will be available for 39,99 USD. You can check your local price when the product page becomes available on the Microsoft Store. The price of DayZ will increase with the release out of Game Preview - the final version of DayZ will be available for 49,99 USD across all platforms.
At what time exactly will you release DayZ on 29th?
DayZ will unlock at 7PM CEST on August 29. You can use this tool to check your local time for the release.
Is there going to be a trial version available?
Yes! You will be able to enjoy one hour of free playtime that you can use if you're not sure about the purchase yet. The trial version will run on its own servers, and will not have character persistence (meaning that your character progress will not save during your first hour, and will not transfer into the full Game Preview!
How many servers will be available for the launch?
As many as needed! We have a good, scale-able setup that will always run enough servers for everyone to join, there will not be a fixed number of servers available. We'll also have teams monitoring the server status 24/7 in the first days after the release to make sure everything goes smoothly!
Can players start their own private servers on Xbox?
Not right now, but we definitely want to have that option in DayZ later on.
Are there cars and helicopters on Xbox?
No, not right now, but before leaving Game Preview, we'd like to have both on Xbox One. Especially cars play an important role in the DayZ gameplay!
That's all for now - starting with the Game Preview release, I'd like to kick off Status Reports that focus on DayZ on Xbox, so look forward to those! It's crazy that the Xbox release is in less than 24 hours from now - so many new Survivors coming to DayZ!
We'll see you all in Chernarus!
- Martin Čulák / Lead Designer -
For those of you who missed our first look at DayZ modding, let me briefly introduce myself: I'm Julien, Senior Producer at Bohemia Interactive, taking care of the modding component of DayZ.
Summary of announced DayZ modding plans so far
As said in the blog post linked above, with the DayZ BETA closing in, we’re starting to share some information around modding.
At the moment, it is projected to be a PC exclusive feature, integrated via the Steam Workshop. It will work in a pretty similar way to how it does with Arma 3.
In last week’s announcement we already mentioned, that DayZ is a hybrid between the RV and the Enfusion engines. While the packing and the asset creation are mostly unchanged and will go through the same process as for Arma 3, the rest (script, particles, animations, UI etc.) will be handled via the Workbench, which is a powerful all-in-one tool developed to handle everything Enfusion related.
How to talk about your existing DayZ modding experiments
We know that some of you have already started digging through the data available in 0.63, and the first DayZ mods are already being made. We'd like to make all modders aware that if you want to start experimenting and share your progress on your creations, you should feel free to do so - and the modding section of our official forums is a great place to do that! We are eager to discover what you’ve been up to these past weeks!
However, please, do keep in mind that DayZ is still in active development, which means anything can change any time; e.g. scripted classes, some 3D models or textures (and anything else) might be heavily altered or simply disappear in between updates, impacting your mods. Also, we would like to ask you to not release any of your modifications publicly before the official start of modding.
General timeline for DayZ modding
As for when modding will be available: we aim for a partial release together with BETA. However, this is not set in stone.
While the initial release of the tools is still unclear, server owners will be happy to know that the server files package should be made available to everyone during BETA on PC at the latest.
Hello, I'm Julien, Senior Producer at Bohemia Interactive, taking care of the modding component of DayZ.
A fair number of you have been asking about DayZ Modding, and the more adventurous even found Buldozer (sub-program of the game) or played around with the community-made offline mode. And as the BETA is closing in and we haven't shared anything for a while, we feel like it's finally time to share some information.
At the moment, modding is projected to be a PC exclusive feature, integrated via the Steam Workshop. It will work in a pretty similar way to how it does with Arma 3. As for when modding will be available: we aim for a partial release together with BETA. However, this is not set in stone.
Central Economy Tool
Workbench, Script Editor
From the technological point of view, at its core, DayZ is a hybrid between the Real Virtuality (RV) and Enfusion Engine - those who played and modded Arma 3 will recognize most of the tools which have been adjusted and optimized to support DayZ. Assets are still being made via Object and Terrain Builder; the packing process remains mostly unchanged, and sharing of creations will go through the loop Publisher / Game Launcher. We're also planning to add Workbench to the Tools package. This is a powerful all-in-one tool developed to handle modifications related to the new Enfusion engine game core such as scripting, particles editing, UI editing, and others. In addition to these, the tools will contain a few more DayZ specifics like NavMesh Generator and the editor for the Central Economy.
Workbench, Animation Editor
More information is coming, and we can't wait to unleash the tools into your hands and see how far you can push your imagination!
Gamescom is upon us, but before we head out we have another Status Report prepared for you guys. To start things off, our Lead Producer Eugen provides an update on the current state of the first content update, as well as our plans moving forward. Our leads from gameplay programming, animation and sound give a quick recap of their past two weeks of work. We close the Status Report with our Community Spotlight. Let's get into it!
although the struggle with the server performance is ongoing, we're seeing some good results overall in our goals. We have implemented multiple optimizations during our Stress Test period and there are more coming. Right now, we are seeing some unintended behavior in the multi-core server environment, and that's our current focus. Running servers on a single core, we're experiencing a large upswing in the server FPS that should, in theory, be even more noticeable in a multi-core configuration, but unfortunately, that is not the case now. Some of these issues are quite complex, so we will be tweaking the server code base even more.
The first content patch is in an okay state, but we're still not happy with the overall performance. As far as content goes, that seems to be received well, and I'm happy to see people enjoying the returning features and flavor that was added to them. Once we're happy with the performance itself, we will move the build over to the Experimental branch of the game and make the build available to the servers owners in our community. We know it has been a long time and the community has suffered because of it, but if we work together, we can make this dream game of ours a reality.
Besides the development of the first content patch, there is a lot of ongoing work put into other BETA features. On Friday last week, we have concluded the primary feature development and the Internal build seems to be in a good place feature-wise. The focus has shifted to bug fixing. There are more than 2000 fixes to get through and we want to make sure we get them done! We will share more details about the next patch after Gamescom.
I know some of you are worried about missing features or content. Over the last few years, there have been many features designed, and an insane amount of content created both externally and internally. Some of these things make DayZ better as a game and simulation. Some of them can be considered more or less an added flavor, or even clutter in the overall vision of what the game should be.
DayZ needs to be fun first and foremost. It needs to meet your expectations in behavior, stability, and balance. It also needs features that support the player interaction and empower players who want to invest time into learning the details and intricacies of the simulation itself. We read everything you guys say. This is a game made by gamers and for gamers. We want to enjoy the game with you and even though the struggle is sometimes real, all of us want the game to succeed the same way you do.
Some of you might have noticed an increased commotion around the Xbox version of the game. What we are testing now is the same version that you're seeing on PC Stress Tests. We're making sure it runs well and provides a gameplay experience that feels good on a controller, and shows good performance. The benefits of the performance work we have done are already enjoyed by a smaller group of players that already have access to the Closed Preview, but there are so many players out there that have been with DayZ for a long time and even more who haven't had a chance to try this unique experience. One of the benefits of utilizing modules of the Enfusion engine is being able to have a game like DayZ running on a console. We always want to grow the DayZ community, and it's important not to forget about other platforms.
I'll be at Gamescom this year talking about what we will be seeing in the near future and what our goals are before we reach 1.0. I can't wait to share more with you as there are exciting times ahead of us.
- Eugen Harton / Lead Producer -
What would DayZ be without the possibility to restrain others and put them into captivity! Now you can also restrain yourself if you would like to plot some twist - of course you will be able to struggle free if something goes wrong. While the character has his hands restrained, his inventory is blocked as well as his quick-slots. However, his inventory is accessible by other players through the vicinity part of inventory screen.
We are also working on the implementation of continuous interactions with objects in the environment. It will allow us to broaden possible interactions, like taking items directly into hands (or swapping them), slowly opening doors, seamless drinking from wells or switching channels on the radio transmitter laying on the ground.
Speaking of items on the ground, there is a comeback of dropping items from hands to the ground directly in the world (of course the 'take' animation displayed instead of the 'drop' animation in the GIF is a placeholder). The next step will be a shortcut for putting an item from your hands to the inventory cargo even without it being assigned to a quick-slot, as we would like to minimize any unnecessary access of the inventory.
The work on firearms is still ongoing as well. The support for the new weapon (and items) swapping animation is being implemented, after which there will be a possibility to add independent shoulders. Recently, the long awaited leaning has been reintroduced in it’s basic form (as it was in 0.62 version). However, we would like to make it more prominent and useful for gameplay later. Weapon inertia was missing as well until now and its new implementation is portrayed as sight misalignment. Its degree depends on rotation speed, a nice side effect to it is a parallax shift in the new 3D scopes. You can see them presented in Mirek’s portion of Status Report below.
As the latest addition to the pack, welcome the first implementation of lifting weapons in front of obstacles. This mechanic will prevent firearms from clipping through objects geometry, may it be walls, infected or other characters. Don't worry about self defense, as in these cases you will be still able to use a melee attack with your firearm. The lifting at obstacles takes various firearms lengths and their muzzle attachments too into account .
Also, progress on firearms malfunction was recently resumed and unjamming support is being added to all the firearms which will be available in 0.63 version of DayZ. Type of malfunction used is 'failure to eject' which causing mechanism to jam where next round fails to feed.
Chance of malfunction is directly proportional to condition of the firearm. In case the firearm is fed from detachable magazines, chance of its malfunction is combined with condition of used magazine. Firearms and magazines condition can be repaired, making weapon cleaning kit a valuable and important item. With firearm malfunction in, I’m looking forward to see all that interesting situation which will emerge during the heat of firefights.
Better stock up on weapon cleaning kits... see you in Chernarus folks!
- Peter Nespesny / Lead Designer -
For the last couple of weeks and for the next weeks, the major tasks for our gameplay programmers are server-side optimizations, bugfixing for features and content and the implementation of core systems to support new gameplay features, which can then be tweaked by designers.
We have found a bug, which has been in the game for more than two years but was finally visible after the introduction of ambient loot. This bug was tied to the game entity deletion and caused massive performance drops. We are also preparing optimisations for the Central Economy process, which should be done in a few days time.
Vehicles - probably the biggest and most complex feature we're now working on is vehicles. Almost everything had to be rewritten (including character parts), in order to be able to add additional vehicle-related features more easily in the future. Viktor already showcases some progress two weeks ago and I'm sure we will show you more in a couple weeks.
Leaning - We've reintroduced a very basic implementation of leaning. The first iteration is in the game and now we have to polish things like animations, camera, and probably more. Check out this first teaser here:
Weapon changing - We have implemented a basic system for the changing of weapons. For now, we are supporting only firearms, but the rest is on the way.
Sights misalignment - Which means weapon inertia in iron sights and scope. Now, only a few parameters have to be tweaked in order to achieve the best gameplay experience with this feature.
- Miroslav Maněna/ Lead Programmer -
Over the last weeks, we've been creating and implementing new attack animations for the infected. That's light, heavy and running attacks with individual arms to get some variation into the PvE encounters. For the player character, we've started the implementation of basic facial expressions during combat-actions. We've also implemented multiple improvements for the idle character animations, like blinking, exhaustion and new idle movements in general.
Apart from that, the team has been working on placing and deployment animations that will be used while handling cars, during base building, or when placing traps. All of this comes with numerous fixes to our player animations and the animation graph.
- Viktor Kostík / Lead Animator -
Dev Update/Filip Čenžák
Our audio team went on a trip across our offices and beyond to record some footage for the reintroduction of vehicles. The results are new engine sounds, as well as tire sounds for different surfaces.
When it comes to shooting, we will bring back an Arma feature of the shooting controller, which silences insects and birds for a while after a gun is fired. To add to the infected, we've implemented and improved several of their animation sounds with steps and rustling clothing during three different states: idle, running and climbing.
Here you have some pictures from our tires and engine recording:
- Filip Čenžák / Sound Designer -
It's here, finally! Gamescom time! Bohemia Interactive is going to have a large booth with at Gamescom - with DayZ on PC and on consoles too (both Xbox and PlayStation!), so you can play on whatever platform you prefer, meet the devs and get some merch of course. We prepared a photobooth where you can take some cool DayZ-styled photos. You can try and wear a Gorka uniform, Ushanka, Zmijovka, guns, baseball bat, the Taloon backpack, High capacity vest, Ghillie and more gear from DayZ.
So if you're at Gamescom next week, don't forget to stop by in our booth D042 in the Hall 10.1, we are going to be there from Tuesday to Saturday - you have a lot of time to visit us!
That is all from me and now is your time!
Someone is really excited about the upcoming DayZ Preview release on Xbox! AlexRUiLs made this 3D print of a DayZ logo. Looks so good!
But he isn't the only one who has a 3D printer at home. Kerbo has it too and he printed DayZ logo as a gift for our amazing streamer TheLoyalPatriot. The logo was made b a fan of DayZ called Meyk.
What about some videos?
This is an emotional story about what happened to Chernarus when the infection started by DudeiRage.
Syl is an awesome guy. He opened a shop in Electro to interact with people. And he had a few nice customers! Check out his shop here:
NeuroticEUROtic shared a cool picture with us. He called it "Friendly Planet Cherno", but here is a question: Are video game planets flat? Who knows!
Let's check out our riddle. Where was this mystery location from the latest Status Report?
Who guessed the riddle correct this time?
Herbert J. Leder
Good job guys! And the next riddle is:
I am looking forward to seeing you at Gamescom, and for people who can't be there, I am going to share everything with you on our social networks.