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DayZ Roadmap

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Joined: 15 Aug 2014
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    Posted: 17 Aug 2014 at 10:59pm
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
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