The DayZdevelopment team in association with Bohemia Interactive would like to announce that having completed our first year of Early Access development, we have reached an important project milestone. Looking forward into the opportunities and obstacles of the coming year, we would like to share our plans and goals for 2015.
These plans change over time, and internally the team has reviewed our progress this year against where we want DayZ to be at 1.0. Compiling this data we have completed a light roadmap based on our experience with the project for the upcoming year, and this is a taste of exciting things to come that we can look forward to.
Firstly, I’d like to thank Dean Hall for leading the team for the past two years, and I wish him the best with his new studio. The growth of the DayZ team over the past 12 months will be integral to the prolonged success of the game.
With the additional team members, we hope that throughout the upcoming year we will be able to create more content and a deeper experience for the DayZ audience. Plus, it will also enable us to significantly improve the technology for the standalone, and polish the features that we have. All in all, it is our goal to create the best experience we can, in terms of frame rate, visual quality and the overall gameplay
Ongoing development. Vehicle simulation, Ragdoll, Item Throwing, etc. are the visible representation of this. Currently with the new system in development, DayZ is operating two systems – which can be problematic, cause issues, and cost server performance. This will be improved in the future
Functional implementation currently sits at Bear Traps, Trip Wires, and Land Mines
We would like to expand this into improvised explosives and traps paired with the existing trip wires
The initial functionality of locking doors via lockpicks was implemented many months back
However we would like to expand this further into the barricading of existing structures (beyond locking the doors)
This will likely get pushed to Q4 of this year
Character life span + soft skills
Internal builds have the first skillsets for this feature functioning
Hunting, Medical, and Repair skillsets for specific types are currently functioning
Properly displaying these are dependent on the new UI being fully implemented
We currently are hoping to see the first bunch of these skills come with .60 but we will keep the userbase filled in
Animal predators + birds
Bratislava Team has been working on the proper implementation of the aggressive animal AI
Internally we would like to see testing on these mechanics hit experimental branch late Q4 or early Q1 of next year
Art Assets for the initial rollout of this mechanic are in place – pending programming / AI work
We’ll see this moved to a late Q4 / Early Q1 goal
Update of Take On Helicopters Little-Bird model complete as our “Pilot” program for Aerial Transport
Creation of assets and mechanics for fixed wing and rotary aircraft under way
Internal testing on the flight model complete – We’d like to see this hit experimental at least before the end of the year
That said – We’ll need to keep updating the progress on this in Status Reports to see if it is viable
Obviously PC development is paramount to us. So console prototype work will get moved to Q1 of next year
BETA version: What does it mean for DayZ? When will we see it?
DayZ’s Beta will be when primary work switches from feature creation as the primary focus of resources, to bug fixing and content creation for said features as the primary focus
Currently about 85% of our focus is on feature creation / engine development and 15% is on bug fixing
Originally our intended goal for this was the end of Q4 this year
Several areas of development are taking a bit longer than expected
New target adds a few months to this goal – putting us towards the end of Q1 next year for the switch to beta
It is critical to understand that hitting 1.0 is not a freeze on development for DayZ
Bohemia Interactive fully plans on continuing work on DayZ past 1.0 for at least a targeted 5 years
Along with the remaining updates this year you can expect a new price point for DayZ, a slight increase to 27.99 EUR/34.99 USD. This is part of a gradual price change as we progress with the development and reach the goals that we along with your help set for the project. We would like to avoid a sudden increase in price once we hit 1.0. Don`t be discouraged by this increase however, the current price of 23.99 EUR/29.99 USD will still be available during the Steam fall sale. If you want to jump into DayZ, now is a good time.
We are all very excited to announce that the first half of 2016 will introduce our final version and release from early access, with our final price point of 39.99 EUR / 49.99 USD.