We learned during E3 that Dean “Rocket” Hall wants to make a game about mountaineering. The DayZ creator, who climbed Mount Everest in May, tells me it's a concept he's wanted to pursue for years, and one he somehow found time to iterate on while ascending Earth's hat.
In this conversation with Hall, I ask what he imagines his mountaineering game will be like and get him to consider the future of DayZ will look like without his direct involvement.
PCG: Tell me about your idea for a mountaineering game. The concept didn't originate while you were on Everest, right?
Dean Hall: No, I was actually at university. Since university. There's a game called Everest, a really shitty game, that I played a long time ago, and I was like, “God damn, why don't they just make this properly?” When I played that game I was like… I've always wanted to make this Everest game, so… I look at the Kerbal guys and I look at the Prison Architect guys and I'm like, “I want to make a game like that. A different game.”
'It's not an action game. It's more of a strategy game, because that's really where a lot of the challenges with climbing happen—the logistics and that kind of stuff.'
Something people don't expect?
Hall: Yeah, something people don't expect. Something quite indie and fun and maybe do it in Unity or something like that, or maybe not. I don't know. There's still a lot of stuff to figure out with it. But yeah, that was something I was very interested in.
Do you have a sense of what kind of experience you want the player to have? Is it a single-player game? Is it a co-op game? Pvz (v 6.0.1 por alpha android).rar.
Hall: I'm best noted for multiplayer, and I love cooperative and stuff like that. But I've also been really interested in other… I was talking about this with Patrice [Désilets], from Assassin's Creed, last night. And so… What I want to do is, I think this kind of game needs a single-player element. So I look at something like Dungeon Siege, which is great, where you can actually do stuff with your friends in multiplayer, even though you're mainly playing a single-player game. That was the kind of idea. A lot of the experience would be single-player, but players can maybe invite their friends to come in and help them. It's not an action game. It's more of a strategy game, because that's really where a lot of the challenges with climbing happen—the logistics and that kind of stuff. So I was looking at that. Then I thought it would be great to have online-only mountains, like Everest would be a classic one, where if you want to climb that, you have to compete with a bunch of other people for space and logistics and all that stuff.
I'm trying to see what that would look like. Do you see it as a first-person game, a third-person game…?
Hall: No, I don't. I see it as more of an isometric type of… Being able to go into first-person is good. But I definitely see it as, you have your avatar and you control him, but you're basically guiding some little AIs and stuff around, and your friends can come in and help you. Maybe you can challenge your friends to see who gets to the top first.
Do you see it as a simulation game?
Hall: No. A good model I would choose would be Kerbal Space Program. I love Kerbal Space. I talk about it all the time. I probably talk about it more than DayZ at this point. I saw what those guys were doing and I was like, “I want to do a project like that.” Also, I thought it would be interesting to do a non-shooter game. I've been involved with that for a long time now. I really wanted to look at that.
Right, I remember hearing you tell someone from Riot last night that you don't particularly like shooters.
Hall: Yeah. I'm not good at them. I'm not good at Counter-Strike. It's just not me. Arma obviously, as you know, provides this whole other dimension, which means I can do it, but… I'm really interested in the strategy stuff. If you look at the games that I play, there's a lot of elements of that in there. I like the mountaineering idea because I don't think anyone's done anything quite like that before. It's a nice mix of the things I'm interested in.
Obviously climbing Everest takes more than an hour or a couple of hours. Do you think that you'd create save points? Would it be a multi-day campaign? Would there be accelerated time?
Hall: I think the idea is to have different mountains providing different challenges. The idea was to try and perfect a quick experience on a smaller mountain, but I think definitely scaling comes into effect. The idea is to try to compress the experience down a little bit and take the approach that Kerbal did. Kerbal went in one direction, but very slowly, leaning quite a lot on the base of what the community feedback was. I want to follow that model —come up with this design, try it out on something quite simple, and see if maybe it'll steer in the direction of being more of a simulation or not. Maybe it'll steer more in the direction of being a more, dare I say it, arcade type of experience that's in a much shorter time frame. I still think it's going to have quite strong elements of strategy and survival in it. It's kind of like DayZ, but a level up. Not in an apocalypse scenario. It's survival, but it's survival strategy.
'I love Kerbal Space. I saw what those guys were doing and I was like, 'I want to do a project like that.'
Has Marek [Spanel, Bohemia Interactive CEO], for example, given you free rein to just pursue that idea?
Hall: Well, I'm not… I'm only signed with Bohemia for DayZ, so I'd need to come up with something else. I haven't even thought about who to do it with yet. I'm not sure how to work in the Real Virtuality engine. My ultimate aim is, I want to create my own studio that I can run under my own ethos. I love working with Marek, so I think I'll always have a close relationship with them, but I think, to make this game, I'd want to find people to do it with who… There's been a few people I've met here who've said, “Wow, I've always wanted to do this mountaineering game.” I'm trying to assemble people who really want to do that.
I know it's hard to predict, but how long do you see yourself working on DayZ?
Hall: I think right now, realistically, the next 12 months. Particularly if a console port came in—or ports, if there were changes to certain consoles. I'd say I'm probably being realistic there, to deal with that.
What do you consider the biggest remaining challenges on getting the standalone version of DayZ done and releasing it in a playable state?
Hall: I think the zombies. Because it's a zombie game, a lot of people have an expectation that they need to be very good. I've seen that on Reddit and forums and posts last night. We've got a bit of work to do there. I think that's really about it now. We're at a point where we can push play any day now. We just want to make sure that when we push play, we're not screwing things over. The model in my heart that I'm choosing is how the Introversion guys did Prison Architect. We're not going to follow their pricing structure, because they tried to—and I don't know if they succeeded—price people out of the alpha. They said, “We know that hardcore fans will buy the game. We don't want people to buy the game now who won't like it.” But when I first played it I was like, “Wow. It's pretty bare. There's not much there.” But I knew there was the husk of an awesome game there.
I don't know if you've played the recent build, like alpha 10 . It's so much freaking fun there. It was a lot of fun. So that's what I think we want to do. We want to release this very bare-bones alpha. We'll try to discourage people from buying it. The less people buy it, the better for the alpha. We'll have a really good core group of people who want to be part of the development, who want to be part of it from the start. I don't think it's going to take long, like weeks and months, before we start to see some progress. More people will come in. The energy gets better. Then we get towards a beta and I think from there it will be smooth.
One of the other things you were talking about last night was this notion of trying to make the player's body and the environment more of an enemy or a threat. Can you talk about how you're implementing that?
Hall: Yeah. You played Space Station 13 , right? Basically I looked at Space Station 13 and I said, “I want that, I want that, I want that.” You notice that there's no UI and you get little text indicators, just like Space Station 13. I'm meeting the Space Station 13 guy at Rezzed, so I'm going to kidnap him or something. Lock him in my suitcase and take him back. The idea is the immersion, to try and put the player in there. Not give the player so many obvious cues. To make them really be thinking about how their body is. You run along without shoes for a while, your feet hurt, your feet are getting sore. After a while of doing that even longer, you get a stress fracture and you end up limping around everywhere. So the idea is really to make items quite important. Even though you might be abandoned, you might have no shoes. You need shoes. There's your story… You could go out and shoot someone or whatever, but you might damage items and all that. I think there are so many new items coming in. With a level of, I guess… There's a lot of complexity, but I'm hoping the complexity is fairly intuitive. It's stuff people understand. You run a lot, your shoes are going to degrade. That kind of stuff. There will be more encouragement to interact. It's not necessarily positive interaction. A lot of it might be neutral or even negative, but at least we're pushing people to interact.
Thanks, Dean.
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Changelog
See CHANGELOG.md
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Installation
Please note that the profiles folder on the server does NOT have to be named 'profiles' that was just used to clarify locations.
Check out this Link if you are using a 3rd party hoster. They changed their Wiki since a user asked them how to Install this mod probs to them https://trugaming.com/wiki/index.php?title=DayZ#Server_Side_Mods hopefully this helps a little bit
Enabling Logs and Messages
-First thing you do is to go in to your server and open DayZServer/URPROFILES/Tomato_Profiles/Config/Config.txt file. Find the features you'd like to add and change the number 0 at the end to a 1 to enable it.
-Next if you want to customize the messages you can but REMEMBER you can not change certain parts or you wont get all your information from the message. Make sure you DO NOT edit anyting BEFORE the = symbol, the = symbol, or anything in the {} brackets.
Troubleshooting And Adding Additional Admin-
-If you are still not able to access the admin tool with 'M' there IS another way to activate the menu on your server. First, go to your DayZ server root and find your 'profiles' (or whatever you named your profiles folder) and open it. Inside that folder will be a Tomato_Profiles folder. Inside that there is a 'config' folder and inside that one is a 'players' folder. There should be a file in there YOURSTEAM64ID.player (i.e. 76561198161388867.Player). right click and edit that to change Admin = 0 to Admin = 1 save and close that file. Back out to the 'config' folder and edit config.txt to change the first option Setup = 0 to setup = 1. Restart the server and join your server and 'M' should now work for you. Adding an admin is the same process but using the player you want to be admin's Steam64ID instead. (Note: GodMode is not yet implemented)
Features
Known Issues
License
This project is licensed under the GNU v3 License - see the LICENSE.md file for details
Acknowledgments
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DayZ is a survival video game developed and published by Bohemia Interactive. It is the standalone successor of the mod of the same name. Following a five-year long early access period for Windows, the game was officially released in December 2018, and was released for the Xbox One and PlayStation 4 in 2019.
The game places the player in the fictional post-Soviet Republic of Chernarus, where a mysterious plague has turned most of the population into violent 'infected'. As a survivor, the player must scavenge the world for food, water, weapons, and medicine, while killing or avoiding the infected, and killing, avoiding, or cooperating with other players in an effort to survive the outbreak.
DayZ began development in 2012 when the mod's creator, Dean Hall, joined Bohemia Interactive to commence work on the standalone version of the game. The development has been focused on altering the engine to suit the game's needs, developing a working client-server architecture, and introducing new features like diseases and a better inventory system. The game sold over three million copies during its early access phase.
Gameplay[edit]
The goal of DayZ is to stay alive and healthy during the conditions of the zombie outbreak that have befallen the in-game world. The player begins equipped with only simple clothes, a road flare and a rag, and must begin exploring the large 225 km2 landscape of the fictional former Soviet Republic of Chernarus to investigate locations such as houses, barns, and apartments to scavenge supplies.[3][4][5] These supplies include food and water, which are basic keys to prolonging the player's life.[6][7] Beyond the bare bones of survival, players can find various forms of clothing, which not only allow the player to customize their character, but can bring the benefit of extra storage space for supplies and warmth.[8] Also scattered around the map are a variety of weapons, allowing players to protect themselves from zeds or other players if necessary. These are largely focused on a range of melee weapons, but a small number of firearms (more are to be implemented with future updates) are present, as well as various attachments such as bipods and telescopic sights. Player interaction is a major part of DayZ gameplay. The game provides in-game voice chat which allows players to communicate with each other within a certain distance. Text chat is also provided for those players who lack any means of voice communication. DayZ also provides in game actions such as the ability to wave to other players and allowing players to put their hands up in order to show that they surrender.[9]
While travelling around the game, players can also find various medical supplies as the environment poses a range of threats to their character. Planned features include diseases such as cholera, dysentery and hepatitis, which can be caught by ingesting dirty water or rotten food and must be cured with the appropriate medicine.[10][11] If a player is shot or otherwise hurt, items on their person may be damaged.[12] The player may also start bleeding and must be bandaged quickly to minimize blood loss; excessive damage or blood loss will result in serious deterioration of vision for the player and can render them unconscious. The game also includes hundreds of public domain books throughout the map for players to read, including titles such as War of the Worlds and Moby-Dick.[13]
Planned features of the game include being able to build bases in the world in which players can keep their items safe, with the possibility of security systems and programmable computers having been considered.[14] The standalone game will build on the text and close range voice chat of the mod version by including a new whisper channel, which will allow players to communicate over a very short distance without players nearby hearing, as well as radios (based off the 'ACRE' mod for ARMA 2), which will allow longer range communication, including the possibility of encrypted two-way radios and player-run radio stations.[11][15][16] A number of features which have been added[when?] to the release are hunting animals and cooking.
Development[edit]
Following the huge successes of the DayZ mod, Dean Hall announced in August 2012, via a new development blog, that DayZ would begin being developed as a standalone game with himself as project lead, in conjunction with Bohemia Interactive.[17] He said that the game needed to be released before the end of the year 'in order to achieve what we have to do',[18] also stating that he wanted an initial release around November 2012.[19] 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 were to be 'critical issues', such as bug fixing, hacking, and security.[20]
'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.[21][22] 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.[23] The game will be based on a client-server architecture, similar to that used in many massively multiplayer online games where functions such as item and NPC spawning are decided on the server rather than on the player's machine (the ARMA 2 architecture had a large proportion of these tasks performed on the client). The main aims of this change are to reduce the number of hacks and exploits available, and to remove any unnecessary functions of the previous engine (such as AIflanking).[24] 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.[25][26]
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.[27] 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.'[28] 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.[29][30]
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.[31] The secondary aim of the initial alpha release is to keep the project funded for further development until the full release.[14] Hall has stated that he expects the beta release to be at least a year after that of the alpha.[32] 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.[33][34] 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.'[35] 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.[36]
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.[37][38][39] 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][40]
Hall said that a console release of DayZ is 'almost certain'[41] and that he had been in talks with both Sony and Microsoft about PlayStation 4 and Xbox One versions. He commented that he was happy for DayZ to be released on any console that is 'indie-friendly,'[42] but that he was put off by Microsoft's ban on self-publishing and their history of charging money for game updates though the development team was not counting the Xbox One out.[43] The development team will not be considering the console version further until the game has been released fully on PC.[44]
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.[45] At Gamescom 2014, DayZ was confirmed for the PS4 console with a release date to be determined.[46] During E3 2015, the Xbox One version of the game was announced.[47]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.[48]
Release[edit]
The first publicly available development build was released on December 16, 2013 during the alpha development stage through Steam's Early Access program at a cheaper price than when it is finally released.[49] The price will increase as development continues until reaching the full release price.[50] This alpha release is an early access build with a large amount of the features still in progress and the development team is targeting the release at an audience who want to be involved in what Hall called a 'very barebones experience that is a platform for future development.'[51] At Gamescom 2018, it was revealed that game would be released on the Xbox One's Xbox Game Preview on August 29, 2018.[52]DayZ was officially released out of early access for Windows on December 13, 2018, and will be released for the PlayStation 4 and Xbox One in early 2019.[53]
Reception[edit]
The alpha release sold over 172,500 copies in the first 24 hours, totalling over US $5 million in sales.[54][55] During peak sales, over 200 copies were being purchased per minute and after one week over 400,000 copies had been sold.[56][57] The game reached a total of more than a million sales while remaining at the top of Steam's sales charts for two weeks in a row.[58][59] In an alpha review of DayZ, Rick Lane of Eurogamer commented positively on the new additions but said that the game may not be worth the current price until more features have been added.[60] On the other hand, Craig Pearson of PC Gamer said that he had good experiences in DayZ and that it was already worth the price.[61]
By May 2014, the game had sold over two million copies.[62] increasing to over three million by January 2015,[63] and four million by November 2018.[64]
Awards[edit]
DayZ won the MMORPG.com award for Best Hybrid MMO at PAX East 2013,[65] and in August 2013 it was announced as the winner of IGN's People's Choice Award of gamescom 2013, beating 49 other games with 15% of the votes.[66] At the 2014 Golden Joystick AwardsDayZ won the Best Indie Game and Best Original Game awards.[67]DayZ was named the 52nd best PC video game ever by PCGamer in 2015.[68]
References[edit]
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=DayZ_(video_game)&oldid=902748764'
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