As work progressed on dialing in the remaining critical issues with 0.49 (eg: Body temperature variations, duplication bugs, etc) the programming team has continued iterating upon our centralized loot architecture, as well as the major tasks such as ongoing work on replacing the renderer, replacing existing door mechanics, and the entire list covered in the stand up notes below.



Lets take a quick look at the distribution of ammunition, and the top 10 items that currently (as of 0.48 / Stable Branch) spawn. Please keep in mind this is very, very rough data. As we iterate upon the system, we will introduce more granular control over the quantity of each type of item that spawns, and what location in the world they are allowed to spawn in.





Looking at the above image, you can see that the highest quantity of spawning items is easily canned food goods. As we push more on the survival mechanics, and the centralized loot control - we’ll see these item quantities begin to drop, and hopefully the amount of base survival items such as fishing hooks, rope, burlap sacks, and tools increase.







It is interesting to see the high quantity of ammunition such as 357 Magnum, and Shotgun so prevalent currently. We expect this data to shift greatly as we focus on supporting the -chance- for magazines to spawn with weapons. (Note: Chance, not all the time - but given the randomness of every weapon spawning across Chernarus, at least a few should have magazines and or clips)



In addition to this, the production, design, and environment teams have discussed the issue of player spawn locations - and the lack of traffic through the classic DayZ cities such as Chernogorsk, and Elektrozavodsk. The initial push to restrict player spawning in these regions was tied to the design of the Chernogorsk area, specifically the new tenement structures and the Balota airfield. As we move towards fully implementing centralized control over the economy this will become less of an issue. With this in mind, the Balota airfield as been redesigned and a new, further inland military base was created.

As 0.49 hits stable, players will begin to spawn all along the coast from Chernogorsk, to Novod. The reaction to this will be monitored, and the spawns will be adjusted accordingly.



Finally, as mentioned on twitter, the team has identified a bug with the game server that we’ve noticed being exploited on stable branch. This bug is related to character/server initialization, and is a top priority issue for us. - Brian Hicks / Producer





Chris / Lead Artist



“Character Art

The firefighter helmet and SPOSN backpack are finished and are being tested currently in-game so they should be showing up in experimental shortly. We’ve begun working on the first new civilian zombie in quite some time and are looking into expanding the number of zombie heads for models so that they’re not quite so repetitive. We’re also working on some waterproof containers to keep player’s gear dry during the frequent rain experienced on Chernarus. Work has also begun on the craftable player gear and items related to that system.





Weapons

The Rossi R92 is finished being animated. We’re just waiting for sounds and then it’ll be good to go. The animators also began work on the M133 earlier this week so it won’t be too far behind the repeater. Something a bit newer is an AKS74U which is a work in progress by one of our talented artists and I, in my spare time (of which I do not have much), have begun a labor of love – a Derringer pistol. I was also happy to hear that the cattle prod and stun baton are functioning. Finally players will have an alternative to using lethal weapons to temporarily incapacitate other players in unsafe situations, rather than simply kneecapping them.





Environment

Not a whole lot new here. We’re continuing work on the civilian airport structures to replace objects at the NEAF. Mario, one of our senior artists began doing some planning for the long-abandoned prison complex which will be something worked on in between higher priority tasks and will take quite some time to finish. We’ve also begun discussing ways to introduce some visual variability of the numerous small villages since they contain mainly the same, rather small, number of house models. ”

Viktor / Lead Animator



“In the last couple of weeks we were busy with various bugfixes. Besides small gestures and bow related polishing we have fixed some major issues like players falling after drinking bottle, taking item in hand while handcuffed and other. One of new additions is the possibility to run up and down stairs. This was mainly a programmers task since it had to be changed in the engine.



After we added running while restrained we focused on crouch restrained player. Now there are two crouch restrained poses - one after someone forces you to restrain and one when you move. Yes that means we introduced restrained crouch walk, so you can take your captives with you anywhere now.



Another big area we started to improve by the end of august are zombies. First we are still in process of designing and preparing for the new advanced AI. We’ve discussed and designed the new zombie AI with programmers and designers but it will take some time until we see it in the game. Until then we have added a few small improvements. Now there are different zombie runs, walks, idles. That means if more zombies are chasing you, each will move different. We already have some more ideas that will significantly improve the experience.”





Standup Notes for the week of 01 Sept 14



Art: