Survivalist Pro
Photo: RODNAE Productions
The goal of DayZ is to stay alive and healthy during the conditions of the zombie outbreak that have befallen the in-game world.
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Read More »Following the huge successes of the DayZ mod, Dean Hall announced in a August 2012 development blog that DayZ would begin development as a standalone game, in conjunction with Bohemia Interactive and himself as project lead.[16] He said that the game needed to be released before the end of the year "in order to achieve what we have to do",[17] and that he wanted an initial release around November 2012.[18] The game will be running on a branch of the Take On Helicopters engine (part of the Real Virtuality engine), and the main areas of developmental focus would be "critical issues", such as bug fixing, hacking, and security.[19] "I hope I implement a lot of bad ideas... So that then, we know they are bad. Then we can remove them and move on... If we stick to safe ideas, this isn't going to become a great game over the next few months – it will just be a cool idea and I'll try and spend the next ten years going around conventions talking about how cool it was. I'd rather follow all the dead ends so I know what works and what doesn't." —Dean Hall, lead designer of DayZ One of the developmental focuses was making the world feel more realistic by increasing the number of enterable buildings.[20][21] Hall stated that he hopes to implement bad ideas into the game, in order to find what players enjoy, rather than taking no risks at all.[22] The game is based on a client-server architecture, where functions such as item and NPC spawning are decided on the server, rather than on the player's machine. This is in contrast to the DayZ mod in ARMA 2, which had a large proportion of these tasks performed on the client. By doing so, this change aims to reduce the number of hacks and exploits available. The new engine would also allow removal of unnecessary functions from ARMA 2, such as AI flanking.[23] It was announced in November that the game would be released via digital distribution software Steam, allowing use of the Steam server browser and patching functionality.[24][25] Following the troubled release of similar game The War Z, Hall stated in a post on Reddit that the "whole 'saga' of the development made me seriously question if I wanted to be involved in the industry" and that he had considered leaving the DayZ standalone project.[26] The game missed its original 2012 release date, with a development update coming in January 2013 saying that the game was not yet released because the developers "had the chance to go from making a game that was just the mod improved slightly... to actually redeveloping the engine and making the game the way we all dreamed it could be."[27] The release date was rescheduled and an internal closed test began on the game, with it being announced that public testing would not be taking place until the server architecture was finalized.[28][29] Development screenshot showing items (axes and cans of beans), in locations the player would expect to find them inside an abandoned building. In June 2013, Hall commented that the alpha release of the game would be a "very bare-bones" alpha in which the development team want a relatively low number of players providing bug reports and feedback.[30] The secondary aim of the initial alpha release is to keep the project funded for further development until the full release.[13] Hall has stated that he expects the beta release to be at least a year after that of the alpha.[31] The last tasks prior to the alpha release were network optimizations, referred to as a 'network bubble', which would reduce network load on the player by only loading events which occur within their vicinity.[32][33] In October, Hall stated that the development team was on the final lap of development and that the team was "100 percent focused on getting the alpha out the door."[34] After release the developers are focusing on server performance and stability, adding extra features such as animals and vehicles, and improving the controls and animations, among other things.[35] Throughout the game's development Hall has posted development blogs, attended video game conventions, and uploaded gameplay videos, keeping the community up to date with the development progress.[36][37][38] The second development video showed the animation team in a motion capture session recording new animations, as well as some interviews with the development team and the third contained a large amount of in-game footage, showing new clothing items and a new area of the map.[4][39]
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Read More »In March 2014, Dean Hall revealed that Bohemia Interactive had purchased a new development team, Cauldron Studios, whose 25 developers would be added to the DayZ development team.[40] At Gamescom 2014, DayZ was confirmed for the PS4 console with a release date to be determined.[41] During E3 2015, the Xbox One version of the game was announced.[42] Steam Workshop support, which grants players access to host servers, and a single-player mode of the game was also announced and will be added to the game in the future.[43] In 2022, two UK production companies bought the film rights to create a feature film adaptation of the zombie survival video game.[44]
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