No More Room In Hell’s Kitchen: DayZ Team Doubles

A more hysterical headline would have suggested that Bohemia have doubled the size of DayZ’s team in anticipation of the loss of Dean Hall, the creator of the multiplayer survival game. That’s not the case – I have it on good authority* that Bohemia are actively gathering strands of Hall’s hair and traces of saliva from his favourite coffee mug in order to create a functional clone. The team is expanding though and will be focusing on survival mechanics. Which makes sense, given that DayZ is a survival game.

Food is the first item on the menu.

This week we started on a cooking system. Heavily inspired by the outstanding cooking system in Project Zomboid, this will be part of a wider push in March to focus on Survival aspects of the game in general.

Ingredients are placed in a suitable cooking receptacle (campfire, stove) and a magical process converts them into prepared meals.

The items will slowly heat up, and when at the required heat for the required period of time, they will become “cooked” and/or turn into something else (such as soup). Items can become overcooked, and items can also become cold via some process (this will be looked at later).

We’re very excited by the possibilities for this system.

At this point, the DayZ update blog sounds a bit like a report from one of God’s lackeys during the creation of the universe. I’m not sure if God’s lackeys would have stuck the phrase “added stab attack with hay fork” on a post-it note though.

*The Pope


  1. stahlwerk says:

    * fixed lighting issues.
    * fixed skybox.
    * fixed issues with landmass not appearing (fixes #312).
    * fixed size of the moon (#12).
    * Added preliminary swarm AI.
    * AI tweaks and bugfixes, creeps added.
    * Created release 1.0 branch and tag.

  2. UmmonTL says:

    How many people were there in the DayZ team before? Doubling team size while losing the main idea guy might be a bad idea. Although I guess if they already know what they need to do and just want it to be done quicker it’s a ll good.
    Anyways, cooking seems like a good thing. Survival is mostly about keeping warm, fed and hydrated so it should be interesting for the player to do these things. And seeing someone sitting at a campfire cooking a nice stew while you’re next to starving should lead to interesting encounters. Finally, it could give you ways to prepare some of the rotten food you find to be at least somewhat edible.
    Edit: One of my favourite games is UnrealWorld, the survival roguelike set in fantasy Finnland. The closer DayZ gets to that the better IMO.

    • RawkMode says:

      He’s not leaving until sometime next year, when his role with the development team is over, and he is no longer needed.

  3. iZen says:

    Hall may have done the initial groundwork, but honestly it wasn’t as phenomenal as every thinks. Actually, its pretty basic stuff, it only hasnt been done before.
    For years I was unhappy with how Hall has been pushing DayZ and DayZ SA development, and honestly, I’m relieved he leaves. Ultimately he’s still an amateur and I think that skilled hands are able to turn DayZ into a wonderful game.
    Too bad they had the horrible and most retarded idea to make it for TOH engine instead of ArmA3 engine. But oh well, what do you say.

    • LunyAlex says:

      I tend to agree. I have no knowledge in programming unfortunately, but his decisions usually felt both purist in nature and narrow in scope, rarely ever expanding on the concept he came up with.

      *Ducks for cover*

      • Infinite says:

        I think his purist and narrow scope might’ve been helpful(a bigger team might’ve been helpful too) in the earliest stagest of development so as to not lost sight’ve of what they originally where trying to create, DayZ mod in a standalone version and now that he’s leaving later this year they can pick it up from there and use the content they recreated in the SA version as platform for expanding content.

    • manny says:

      Not retarded but smart. Arma 3 engine is a proprietary new engine still being worked on, no coders would have been available experienced with that engine. In contrast there would have been many coders with ARMA 2 engine experience. (especially when you consider the VBS military simulation is based on ARMA 2 and still actively being supported)

      In addition this allows for vastly more support for the modding community which has experience with the ARMA 2 engine.

      • Syra says:

        To be fair though the game is plagued with the same performance issues and bugs which the Arma2 engine brings, which hold it back horribly. They basically did it to save some costs, and to not have to redo the world map in its entirety from what I could tell. As it’s not an open source project and they have a dedicated team at the same studio that has made the engine the excuse that no one knows how to use the engine is a bit stupid.

      • khomotso says:

        Yes, when putting lipstick on a pig it’s always better to have more hands.

      • Beelzebud says:

        The Arma 3 engine is a proprietary engine that *they* created. Proprietary just means they wrote the code themselves, they didn’t license the engine. The Arma 2 engine is also proprietary. If anyone in the world knows how the engines work, it’s them, they created the engines.

    • Infinite says:

      Although I can’t recall the source atm, iirc Rocket didn’t want a bigger team and since he was BI’s golden cow(DayZ mod revitalizing ArmA 2 sales) who could do no wrong they let him, which I think is one of the reason the development of the game has been so slow(a small team can only do so much) and now when they’ve doubbled the team size they can hopefully bring fixes in a much larger and faster fashion and get DayZ SA to the level of DayZ mod in content before adding additional content(farmlands and dog companions instead of those thieving, treacherous and backstabbing human ones).

      • khomotso says:

        Bigger teams lead to faster results? This idea was debunked long ago.

        I’ll tell you what happens when a team doubles: the first month everything slows down to a crawl, because the old guys spend much of their time getting the new guys up to speed, or re-explaining decisions made 6 months ago, and rehashing old arguments. If the new team comes with new management (as it is in this case) it probably also means taking a step or two back, as some of those old decisions are reopened or departed from.

        Then when the new guys are finally up to speed, and the product management has a clear direction, much more time and resource goes into communication and coordination. It’s not a situation of 1+1=2, but more like 1+1= 1.2 (if managed well).

        Doubling the team *might* (again, if managed well) lead to a richer game world with more features and more squashed bugs. It will definitely not mean a sudden burst of productivity.

    • ucfalumknight says:

      It is a shame you use the word retarded in that sentence. The word actually means “less advanced in mental, physical, or social development than is usual for one’s age.” The use of this word tends to demean anyone who is diagnosed with a mental or physical disability. I think the word you were looking for was idiotic or perhaps stupid. You could have even used the word asanine. Just trying to raise some awareness as to how offensive that word can be, and it’s actual misuse.

      • Infinite says:

        Yeah it’s quite a big problem and it’s used on the internet way to much, other words which are intended to used for diagnostic purposes gets hurled as insuslt such as autistic or spergs(short for asbergers), when they really mean anti social.

      • Talksintext says:

        As an idiot, I take offense. How dare you demean me?

        Also note:
        link to

        Idiot is still being offensive to the mentally handicapped as much as the n- word is to blacks, as is any insult that implicates the target as having intellectual competency issues. High horse, dismount!

      • boogaloo says:

        ucfalumknight, iZen may have meant to use the word “retard” to mean to impede or to slow something down (i.e. fire retardant) – which also works in the context. Seeing as iZen didn’t call anybody specifically retarded but rather the idea itself, I think it makes more sense to use original meaning of the word retard.

        If he had called someone specifically retarded I’d agree with you.

        Just trying to raise awareness about how the word retard can also mean “slow” generally, in the case of fires or ideas or progress etc, and not just for people – like it has since the 15th century.

    • Mctittles says:

      Having worked heavily on modding the engine since Operation Flashpoint, I can say that their is not a lot of difference between versions and most of the same bugs just keep going down the line. Moto horn doesn’t work in multiplayer in OFP…doesn’t work in Arma 3 either. AI walks through walls in OFP….also walks through walls in Arma 3. Besides graphics I really find a hard time telling the difference in how the actual “engine behaves”; I just port my code over to the new one and watch the same bugs.

      Also, unless they make another island I think Chenarus has much better color and atmosphere for zombies than the two new over-saturated tropical islands.

  4. Conehead The Barbarian says:

    “Heavily inspired by the outstanding cooking system in Project Zomboid” The one where if you don’t pay attention you burn down half the neighbourhood, and turn all the zombies into shambling torches.

  5. Ephant says:

    I remember people screaming “DayZ ripoff” when they heard about Project Zomboid. Kinda funny.

    • jonahcutter says:

      Yeah, I don’t know which came first really. But PZ was always the far superior zombie apocalypse experience.

      DayZ always felt shallow in comparison. The unpredictable alchemy of multiplayer was it’s only superiority, which PZ now has. But PZ was always far stronger in terms of actual design and gameplay systems. DayZ never felt like it was successful because of its actual deliberate design choices. It was successful when you get players roleplaying. Or you get a good firefight out of the ArmA engine.

  6. danijami23 says:

    I really wish that they would fix the zombies through walls thing. Before adding be able to cook a fucking chicken. I have forty five cans of beans. I ain’t hungry.

    • Grey Ganado says:

      That is the point of an alpha in the classical sense.

      • SooSiaal says:

        To ignore immersion breaking bugs?

        • Moraven says:

          No to expand scope of the game even more before fixing bugs.

          And DayZ stopped being a zombie game long long ago.

      • SkittleDiddler says:

        Early Access completely changed the definition of “alpha”, for better or worse. People expect more these days.

        • LawL4Ever says:

          And even if it wouldn’t say that, early acces doesn’t change the definition of alpha. All it needs to be is playable, and DayZ is very playable.

          • SkittleDiddler says:

            Early Access has allowed millions of Steam users to spend real cash to test unfinished builds that normally wouldn’t see that many players outside of a closed test environment. That’s how the program has changed the definition of “alpha” and “beta” — pre-release test periods have now become fundraisers.

            How many devs are moving to Early Access instead of going the traditional testing route? They have to expect some kind of sense of entitlement when their customers are investing money, warnings be damned.

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