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武装突袭2DAYZ游戏专区

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1楼2013-06-24 22:09回复
    We’ve gone for a reasonably quick and dirty video blog this week, mainly because things have been very busy for us.
    Inventory System
    One of the biggest improvement areas has been the inventory system, now almost ready for a public display. This new inventory system supports crafting, interchangeable clothing, degradation, tracking, weapon customization, and much more. It’s really a revolutionary system for us and we’re extremely proud of the results that Jirka (our programmer assigned to this) has achieved.
    Crafting
    Not touched on in the video, but what we will be showing soon is the basics of how users can interact with items in the world - this is the next step in development of our inventory system beyond where it is now. This is not a traditional crafting system, but one that encourages layers to explore the ways in which items can be crafted.
    Zombie pathfinding
    In the video, towards the end, some before and after footage of work on the zombie AI pathfinding. Not only has this changed the role, threat, and speed of the zombies - but it has also yielded performance improvements. The increased accuracy of the zombies movement allows their movement to be slowed down to more sensible values, in line with those of the players themselves. We still have some other avenues to explore in this regard, but we’re very pleased with the results so far.
    Mass zombie spawning server side
    Now all zombies are spawned directly on the server and their movement is governed directly on the server itself. This has allowed us to provide increased security and hack prevention mechanisms by disabling functionality at the client level. It also means that zombies no longer “pop” in and out of the world, previously used as a mechanism to tell if someone was in the area. It also paves the way for us to allow migrating zombies and zombies traversing open areas in search for their next meal.
    We still have some way to go in performance, the initial tests of 4000 zombies spawned reduced the server FPS to 4. After performance optimizations this increased up to 21. We’re now confident we can have the server FPS back up to 30+ with maximum numbers of zombies in the near future.
    Expanding health system
    Health is extending far beyond just blood, into a system that incorporates health, blood, and consciousness level. How these are all interrelating will be touched on in its own devblog in future. Some of the exciting developments coming include longterm play effects such as poor diet affecting your long term health levels. All this translates into the importance of a longterm plan for survival of your character, and we’re sure the role of medical specialists will become very important - hopefully emphasizing social interaction opportunities.
    Chernarus Expansion
    This continues at a huge pace. The two new villages in expand Cherno and provide it a true city feeling. Also expanding is the top (north) map area and the continued development of our large-scale features being added to the map. More to follow on this! (we can’t wait to show some more of this!)


    本楼含有高级字体2楼2013-06-26 20:08
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      Loot spawning
      Finding loot now involves scavenging inside of vehicles, looking for items stuck between furniture, prying open car boots, or strewn in the wasteland itself. Consuming your bounty now results in rubbish, such as empty cans after consuming your beans. This is no mere gimick, because your trash can be used to track you.
      Conclusion
      There is a great deal more that can be covered, but we’re really deeply in the thick of development at the moment and we just wanted to get something quick and dirty to all those waiting for standalone. We know that you want it released, and we know you want to know when this will be - but we’re 100% committed to making this a great game, and that means we are making sure to do things properly. We’re happy and confident about the progress, so it’s one foot after another and soon we’ll be at the finish line.


      本楼含有高级字体3楼2013-06-26 20:09
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        我们已经为一个合理的快速和肮脏的视频博客本周,主要因为事情已经对我们很忙。
        库存系统
        其中一个最大的改进方面得到了库存系统,现在几乎一个公开展示的准备。这个新的库存系统支持手工艺,可互换的服装,降解,跟踪,武器定制,以及更多。这对我们来说是一个革命性的系统和我们的结果非常自豪日尔卡(我们的程序员分配给此)取得了。
        制作
        不可触及的视频,但我们很快将显示为基础的用户如何与世界项目,这是下一步我们的库存系统的发展超越它现在在哪儿互动。这不是一个传统的锻造系统,但是一个鼓励层探讨如何在项目可以制作。
        僵尸的寻路
        在视频中,快结束的时候,一些之前和之后的工作对僵尸影片AI寻路。这不仅改变了角色,威胁,和速度的僵尸-但它也取得了性能改进。僵尸的运动精度的提高使其运动将放缓到更合理的价值观,和那些球员本身的线。我们还有一些其他的途径,在这方面的探索,但我们的结果到目前为止很高兴。
        大规模的僵尸产卵的服务器端
        现在所有的僵尸们产生了直接在服务器和他们的运动是由直接在服务器本身。这允许我们通过禁用功能在客户端的水平提供更多的安全和黑客防范机制。这也意味着僵尸不再“流行”了世界,以前作为一个机制来告诉如果有人在该地区。它也为我们允许迁移的僵尸和僵尸穿越空旷的地方为他们的下一顿饭的搜索方式。
        我们仍然有很长的路要走,4000个僵尸最初的测试服务器fps催生了减少4。经过性能优化,这增加了21。我们相信我们能有服务器fps回到30 +在不久的将来与僵尸的最大数。
        扩大医疗系统
        健康是远远超越只是血,成了健康的血液,系统,和意识水平。这些都是相互关联的将触及自己的devblog未来。一些令人兴奋的发展趋势,包括长期发挥作用如不良的饮食习惯会影响你的长期健康水平。所有这一切都转化为对你的人物生存的长期计划的重要性,我们相信医学专家的作用将变得非常重要,希望强调社会互动的机会。
        Chernarus膨胀
        这继续在一个巨大的步伐。两个新的村庄扩大切尔诺和它提供一个真正的城市的感觉。同时扩大是最高的(北)图区和我国大型功能被添加到地图的持续发展。更多的在这!(我们不能等待有更多这样的!)
        战利品产卵
        寻找战利品现在涉及内清除车辆,寻找项目在家具,撬车的靴子,或散布在荒原本身。你们现在消费结果的垃圾,如空罐消耗你的豆子后。这不仅仅是上的,因为你的垃圾可以用来跟踪你。
        结论
        有一个更大的,可以覆盖,但我们真的在发展的厚的此刻,我们只是想得到的东西快速和肮脏的所有那些等待独立。我们知道你想要它发布了,我们知道你想知道会在何时-但我们100%致力于使这一场伟大的比赛,这意味着我们现在一定在做正确的事情。我们对自己的进步感到高兴和自信,所以它的一只脚在另一个和我们很快会在终点线。


        4楼2013-06-26 20:09
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          以上是DAYZ独立版报道!


          5楼2013-06-26 20:10
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