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  3. Devlog #1. On the way to version 0.75

Devlog #1. On the way to version 0.75

[h3]We're back![/h3]


Outside the window it is getting colder every day, the days are getting shorter and the tree crowns are taking on more and more bright orange textures. In our area, summer has come to an end. The Danger Zone hasn't received any updates for almost half a year, and there is a good reason for that: we have been working on the game for a long time, and the biggest update in the history of the project is coming soon. The future update will bring a lot of new content, new mechanics and important gameplay changes. But before the update we will publish a number of developer diaries, where we will tell you about the future important innovations.

In the first developer diary, we will tell you about the most significant innovations that have been asking for a long time.

[h3]Module system, assembly and maintenance of weapons[/h3]

[previewyoutube][/previewyoutube]
Before assembly, the character ran a cross distance.Do not pay attention to his background breathing).

Industrial and artisanal small arms are complex devices consisting of many elements and having their own consumable resource. Each shot gradually reduces the “strip” of resource, which can lead to malfunctions and misfires at the most inopportune moment.
We have described the operation of many of the new mechanics in more detail below.

As in reality, most manipulations require special conditions and tools. Replacement of quick-release elements can be done in the field. While the replacement of functional elements will require an appropriate machine or workbench. The latter you will find in the shelter after the release of the update.

[h2]First batch of modules.[/h2]

Each module contributes to the “barrel” by changing its characteristics. For the first iteration we introduced only the most important components to test and polish the new mechanics.
In total we added about 40 modules for 7 weapons. With each new armory update the number of modules will increase.

[h3]New Shooting[/h3]
To a realistic module system - realistic shooting!
In the new update, we will abandon the concept of “weapon damage”. From now on, the barrel is only an intermediate link between the caliber and the target. It is the caliber that causes the main damage. Also a bullet during its life cycle can penetrate or penetrate several obstacles depending on the penetration parameter. Wooden walls, thin iron barriers, vegetation are now shot through.

[h3]New 3D Models[/h3]
Absolutely all three-dimensional models have been updated in order not to irritate the sharpness of their polygons player's eyes. Following the previously established trend, textures have been added. So that the new models did not negatively affect performance: in addition to highly detailed models, we added simplified models.

Simplified 3D models replace the detailed ones at low graphics settings or at a great distance from the player.



Warning! The visualization of the models in the game itself differ slightly from the demonstrated ones.

[h3]Calibers and ammo recycling[/h3]

Added different calibers (BC types). Including over-utilized BC types.
As a rule, overused (reused) ammo does much less damage and has low penetration.

[h3]New mechanics related to weapons and equipment[/h3]
- Hand Energy.
In the new version, aiming gives too many bonuses. Therefore, we are introducing additional mechanics. While aiming, the character loses arm energy depending on the overall fatigue and weight of the weapon. When the minimum value is reached, the character will no longer be able to aim fire.

- Resource, wedge, and misfire.
Each weapon has a resource. By firing or using a weapon in unsuitable conditions, you use up its technical resource, thus worsening its parameters.

Worn out weapons can fail at the wrong time and dramatically change the course of the battle. Most problems can be fixed in the field.

- Weapons inspection.
This is the main field tool for detecting defects and weapon problems. The protagonist will inspect his weapon and fix any technical problems found.

- Shop inspection.
To inspect and count the combat kit, the character needs to remove the magazine/open the chamber and further count each round.

- Firing Mode Change
With the new recoil, it is extremely important not to “clip” from barrels that have very poor recoil control. Therefore, we introduce this mechanics for weapons on which this mod is available in reality.

That's all for this week. Thank you for your attention to the update. Check out the latest news on the Steam news page or visit discussions. Chat with other players on the official server TDZ in Discord.