DayZ Standalone

*Cet article est en cours de traduction. Merci de tenir compte de cet état dans la lecture de cet article.*

**DayZ Standalone** est un jeu-vidéo d'horreur à monde ouvert massivement multijoueur. Largement médiatisé et suivi par la communauté, il fut créé par le mode de jeu Arma 2. Le développement a commencé en 2012 quand le créateur du mode, Dean Hall, a rejoint Bohemia Interactive afin de créer une version *Standalone* du mode. Le développement a été porté sur la modification du moteur pour répondre aux besoins du jeu, le développement d'une architecture client-serveur, et l'introduction de nouvelles fonctionnalités comme les maladies et un meilleur système d'inventaire.

Le jeu place le joueur dans un espace post-soviétique de 225km² du nom de Chernarus+, une des régions touchées par une infection nouvelle et inconnue, laquelle a touchée la plupart de la population mondiale. Le joueur est l'un des quelques survivants qui a survécu à cette dernière, et doit maintenant fouiller la région pour y trouver de la nourriture, des armes et de l'équipement médicale afin de se protéger des infectés (zombies), et bien souvent des autres joueurs afin de survivre le plus longtemps possible dans cette région post-apocalyptique.

## Gameplay

Le but de DayZ est de survivre dans les conditions de l'apocalypse zombie qui ont frappé le monde dans le jeu. Le joueur commence avec de simples vêtements et une lampe torche, et devra explorer la région de 225km² de chernarus+ afin d'y trouver des provisions dans des maisons, granges, et appartements. Ces provisions incluent l'eau et la nourriture, qui est la base de la survie afin de garder son joueur le plus longtemps possible en vie. Le joueur pourra aussi trouver différentes formes de vêtements, qui ne lui permettra pas que de modifier son personnage au niveau de son apparence, mais aussi cela pourra lui permettre de stocker plus de provisions. Les armes sont aussi dispersées dans la région. Vous pouvez y trouver des armes de mêlée et des armes à distance (fusil etc).

Durant leurs longs voyages dans le jeu, les joueurs pourront aussi trouver différentes provisions médicales. Plusieurs fonctionnalités sont prévues comme les maladies, où le choléra, la dysenterie et l'hépatite seront présentes et pourront être soignées grâce à des médicaments appropriés. Si un joueur est touché par balle ou autrement blessé, les objets sur le joueur seront touchés. Le joueur peut aussi commencer à saigner et devra donc utiliser un bandage ou un pansement rapidement afin de minimiser les pertes de sang. Le jeu comprend également des centaines de livres du domaine public dans toute la carte, y compris des titres tels que La Guerre des Mondes et Moby-Dick.

Les fonctionnalités prévues dans le jeu incluent le faite de pouvoir construire des bases où les joueurs pourraient y stocker leurs objets dans un endroit sécurisé. Un certain nombre de nouveautés sont ajoutées à chaque mise à jours tel que le faite de pouvoir chasser et de pouvoir cuisiner. Quant aux véhicule, ils devront faire leur apparition dans les mise à jours futures.

## Development

On 14 August 2012, Dean Hall(Rocket) announced that DayZ would become a standalone game that does not require Arma II. Development of the standalone version was headed up directly by Rocket, in conjunction with Bohemia Interactive, the publisher of Arma II. With this announcement, Rocket turned the mod version of DayZ over to the community for continued development. Some of the main goals for creating the standalone were to fix bugs and prevent hacking, two things very difficult to do under the previous Arma II architecture.

DayZ Standalone utilizes the Take On Helicopter engine, which is a branch of the Arma II Operation Arrowhead engine Real Virtuality. The engine has been heavily modified even including code from ARMA III.

Rocket has indicated interest in developing DayZ for consoles (Xbox/Playstation), but the PC version will be the focus. At Gamescom 2014, DayZ was confirmed for the PS4 console with a release date to be determined.

## Roadmap

The 2014 development roadmap for the in-alpha DayZ, as revealed by Dean "Rocket" Hall, at Rezzed conference.

### Next Update (announced to be at end of April, as of 11.06.14 there wasnt any)

Respawning Loot Prototype (work in progress):

* World divided into quadrants
* Quad resets when empty X time
* Includes resetting doors
* Door state randomly set on world start

Accelerated Time (in experimental):

* Removed as part of lag / desync fix
* Comfigurable by servers admins
* Up to 64x faster day / night cycle
* Rules for Hardcore t.b.d.

Throwable Items (in experimental):

* Everything that can be held in hand
* Different materials react differently
* Uses "Bullet" physics SDk
* Calculated on server

Player Controls (partly implemented):

* Mouse Acceleration issues
* Dexterity
* Freelook
* Physics based movement
* Jumping considered

### Short-term (Q2)

Ragdoll (work in progress):

* Nearly functionally complete
* Based on "Bullet" physics lib
* Includes falling characters
* Dragging unconscious / bodies
* Blended body injuries

New AI pathfinding (completed, will be in experimental soon):

* Animals and Zombies
* Techniques
* Voxelization
* Walkable polygons
* Navmesh optimization
* Object Avoidance
* First iteration nearly complete
* handles interiors, small objects

64-bit (completed, will be in experimantal soon):

* Compiling!
* Server can use more memory
* Helps with
* Physics integration
* Vehicle physics
* New zombie AI
* Possibly much more

Prototype Animals (in experimental):

* Prototype implementation
* Allow player "hunting"
* 6 new animal types
* Starting from scratch
* Wandering

Persistent Objects (working in progress):

* All objects or just some?
* Save state of everything
* Decide which to permanently use

Advanced Weather Effects (working in progress):

* Snow and fog
* Weather will affect player
* Ballistics affected by weather

World Containers (working in progress):

* Refrigerator
* Oven
* Cupboards

### Medium-term (Q3)

Multi-thread / Multi-core (working in progress):

* Multiple threads on Multiple cores
* More zombies... (5 to 10 times more than now)
* More players...
* More animals...
* Probably more server focused
* New game engine ("Infusion")

Advanced Animals (working in progress):

* Hostile animals
* Neutral animals
* Companion animals

New Zombie Behaviour (working in progress):

* More responsive
* Redeveloped "agro" system
* More benefits to stealth

Central Loot Economy:

* Control loot numbers centrally
* Set for all servers per hive

Barricading (working in progress):

* Physics based construction
* Mainly focused on existing buildings.

Basic Vehicles (working in progress):

* Small Vehicles
* Bicycle / Motorcycles / ATV
* Possibly includes small car
* Customizable / Configurable-like weapons
* Physics based ("bullet" Physics SDK )

Modding Support (working in progress):

* Probably tied with private hives
* Full support for mods
* Steam Workshop integration

Player Statistics (completed, but game is too buggy to release it):

* Steam Achievements
* Database interaction API for developers

Horticulture (working in progress):

* Growing plants
* Persistent to server
* Prototype to come earlier

### Long-term (Q4/Qx)

Advanced Vehicles (working in progress):

* Cars / Trucks / Planes / Helicopters / Boats
* Upgradable components
* Similar approach as weapon attachments

Extended barricading (working in progress):

* Existing barricading to full construction
* Allows players to create new structures
* Persistent to that server

Advanced Social Mechanics (working in progress):

* Faction identification methods
* Spawn systems tied to controlled locations
* Better UI support for trading.

## Release Date and Pricing

The game was released on 16 December 2013 during the alpha development stage through Steam's Early Access program at a cheaper price than when it is finally released. 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." An official date for the final release is yet to be set.

## Trivia

* When DayZ Standalone was originally announced Rocket had originally indicated the desire to see a release by the end of 2012.
* DayZ standalone will utilize a Minecraft-like sales model; this will allow players to pay a much lower price for early access to the alpha/beta releases while helping to fund development toward the final product.
* An Alpha version of DayZ Standalone was playable on the floor at E3 2013 and allowed attendees their first actual playthrough of the standalone game.

## External Links

* Frequent Asked Questions
* Official Website
* Official Forum

## References

1. ↑ http://dayzdev.tumblr.com/post/28904791570/the-end-of-the-beginning
2. ↑ http://au.ign.com/articles/2012/08/15/dayz-on-consoles-could-happen
3. ↑ http://www.pcgamer.com/2012/08/21/interview-the-standalone-future-of-dayz-and-what-it-means-for-players
4. ↑ http://dayzdev.tumblr.com/post/31347010829/the-integration-begins
5. ↑ http://dayztx.com/dayz-on-consoles/
6. ↑ Gamescom 2014: DayZ Confirmed for PS4
7. ↑ http://dayztx.com/dayz-news-standalone-updates/