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