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Supporters only Letter from the Editor: Feast and famine The only thing worse than not enough games is too many of them. Or is it? Comments 41 Comments for this article are now closed. While the standalone has achieved some success in its own right, it owes both its existence and its notoriety to the mod that came before it. Therefore it is important to understand where DayZ came from and what made it so fun before we can talk about how the standalone came into existence. Originally released as a simple batch of files on January 21, , DayZ the mod was created by Dean "Rocket" Hall as a personal project.
It was his intent to create a harsh survival experience that he could pitch as a form of emotional and psychological training for soldiers, based on his own experience serving in the New Zealand Army.
The story goes that Dean was critically injured while undergoing survival training in the jungles of Brunei with the Singapore Armed Forces, and that experience served as a direct inspiration for what would eventually become the DayZ mod. It is after this point that DayZ explodes in popularity among the PC gaming -- and especially Arma -- communities, to the point of putting Arma 2 at the top of sales charts and selling hundreds of thousands of copies of the game to players interested in the new zombie survival experience.
This level of success was something the game's creator never saw coming, and less than a month later he would begin discussing the next move for DayZ. Finally, on August 7th, he makes it official: DayZ will be developed as a standalone game directly under Bohemia Interactive as its own IP, with Dean as the project lead and a release target of "the end of For some of the game's fans, this announcement brings with it a mix of elation and anxiety.
What will happen to the mod? What will the Standalone be, and how will it be different than the mod? When will it be finished? These are just a few of the questions that begin flying around after the news spreads, and in short order, they would be answered -- though these answers would change over the next year, for better or worse. With his attention focused on defining and developing the standalone game, its creator faces the tough reality that he cannot continue to devote himself to the original project.
On October 29th, further development of the mod is handed over to the community, and on February 21st of the following year it is given an official Steam release under the title "Arma II: DayZ Mod.
With 1. The idea right from the beginning was that development would be done by a very small team and in a way that would be very transparent so that fans could follow along with it.
Dean announces in September that he has a team assembled and has begun reviewing other Bohemia IPs for assets to use in the development of the standalone. In October of that same year, we began seeing teasers of new building interiors and the decision is made to shift DayZ to a client-server architecture more closely resembling an MMO.
At this time, the team begins stripping away unnecessary parts of the existing game engine's architecture to simplify the code behind zombies. What began as an improved version of the mod with critical issues fixed and additional content quickly becomes something else. In November, Dean reveals that the development of the standalone will be going further than originally planned because of the game's continued success.
At this point, the team is still focused on creating new architecture and tools for the future. An example of this would be shifting weapons and items into the realm of "entities," meaning they can now have customization and variables assigned to them. They are also looking to develop a new UI and greatly improve upon the controls of the game.
After some radio silence over the month of December, the year begins with some fans upset that the standalone has missed its targeted release for the end of the previous year. From that point on, the year would be marked with regular updates on the team's development blog showcasing the team's efforts. Though it wouldn't be until the end of that the game would see its initial release, it's because the standalone became something entirely different than it set out to be.
Following along as we take a high-level view of The pre-release development of the standalone was not always a straightforward process, and many of the original ideas for the game had to be scrapped due to time constraints or because they didn't align with the new direction the game was moving in.
While they were good ideas on their own, some of them didn't make sense in the context of the standalone or were better suited as additions to the mod. During this time, he outlined his goals for the new release as a "simple" improvement to the mod. One of these goals was an end-of release window, though he was very careful at this time to state that such a release would only be a public alpha, contrary to the "fully finished game release" myth that gets thrown around these days.
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