We missed this last week but it's better late than never when it comes to talking about DayZ, especially the standalone version. Posted on the development blog, Dean Hall delivered a pretty lengthy update on the status of DayZ Standalone development, saying that things are going well as they move closer to getting something tangible out for public consumption.
In perhaps the most telling comment in the update, Dean said:
The experience will be entirely new. There is virtually nothing that has been directly ported from the mod, everything has been redone. This wasn’t our original intention (hence the December deadline) - but it has evolved this way.
We’re all glad it has!
So, the next time you look back at that December, 2012 projected deadline and shake your fist at the sky, remember that this is not the same game we were expecting six months ago. It's not even the same game that the developers were expecting.
It also looks like weapons and attachments are getting some focus in recent weeks:
Based on feedback and development, changes continue with this area. It’s starting to operate really well. Our programmer here, Jirka, will eventually move onto the crafting system. He has been wanting to move onto this for some time, as it is a personal area of interest for him.
As part of the inventory system, we have started detailed work on the attachment system. Like the customization of characters, we want to allow maximum ability for the customization and development of a players weapons. As part of this, all weapons being introduced into DayZ are being redeveloped from scratch at extremely high detail. The work being produced so far is outstanding!
This means that, on release, there will be less weapons in the standalone - but it allows us the ability to continue each week to release content updates with new weapons and items.
Check out some brand new screenshots from the standalone version of DayZ after the break and make sure you visit http://dayzdev.tumblr.com/ to read the full blog post!