It has been quite some time since I’ve made a significant upgrade to DZS, and I’m proud to not only release this upgrade today, but to announce something much greater.
In late 2011 the first version of what would grow to be the #2 COOP mission in Arma 2 and the #1 in Arma 3 (Armaholic hits). It became successful not because it was well done (it was quite rough around the edges), but instead because it was different. Open ended zombie survival of this type wasn’t something available anywhere in the gaming industry at the time. DZS took that a step further with many parameters, integrated randomness in almost every aspect, and map independence.
Now, as I start college, my almost year long hiatus has ended. I plan on taking Dynamic Zombie Sandbox into a whole new direction. I would like to revolutionize the system of goals, tasks, and objectives. People need something to do besides kill zombies. Because once you have multiple vehicles loaded with heavy weaponry, no zombie herd can stand a chance and gameplay becomes stale.
In real life you can analyze so much more about someone than in a game. People carry wallets, phones, and more on their person, and that can lead to some exciting things. Example: You kill a zombie and search their body. You find their phone that is holding onto a little battery. Their last text was to his brother, who was planning on going to his house in the country where he was hoarding weapons. Boom, an objective.
Think Skyrim’s radiant quests, except with a lot more spice, and no clear indicator of where to go. Arma lets you place markers on the map, so do it. (If you can find a map)
I intend to capture this ingame and that excites me. The structure for this is already present in the version I am releasing today and there is far more on the horizon. So if you have any suggestions, tell me.
Now that my spiel is over it is time for the actual release info:
Dynamic Zombie Sandbox A3 1.0
(Yes it says 1.0… I know the last version was .09, just forget about it… thanks :D)
Buildings now play an integral part in the DZS experience.
- A new system of zombie spawning done completely within buildings
- New player spawning, within buildings, in their underwear as if they just woke up. (think Rick Grimes)
- New zombie sounds, they are a work in progress so please give feedback on them
- More stable spawning system
- Completely redone file structure
- Fixed time sync issues
- And a new loot spawning system
- You can search the personal effects of dead zombies and players
- Cute heartbeat in the beginning
- Messages to intro you to the mission
Let me expand on a few of these:
Things now spawn as the player moves around the map, and it is all done client side. This includes weapons, vehicles, and zombies.
You can investigate a dead zombie or player’s body. Open their wallet and learn their name, their age, and more. I intend to expand this into a whole new task system that also included vehicles and maybe buildings. Everything has a story, it’s time to tell it.
This update is basically a launchpad for the future.
DZS is very much WIP, I mark this as 1.0 because it is a new beginning for the mission and for me.
Some things to expect:
- Lagginess: There is a vast amount of things being spawned
- Occasional errors: Config errors occur a lot in DZS, I’m working on it
- Some parameters will not work
Steam workshop (automatic updates, latest version will be here):
DynamicZombieSandbox.com (most stable version will be here, also includes dePBOd mission folder)
Yeah, I’m in college. I could be getting a job instead of this, so if you are feeling kind: