Welcome to the new (and hopefully much better) 2021! Refreshed? Full? Ready for new challenges? We certainly do! Immediately after returning from a well-deserved rest, we went to work at full speed. This year will be especially important for us with the upcoming game premiere, so keep your fingers crossed for us!, so keep your fingers crossed for us!
Although we must admit that even during the holidays, not everyone was idle - we used the break to update the Unreal Engine to the latest version 4.26. Thanks to this, the game will work better on PC, and it will also be possible to release it on new generation consoles with raytracing and not only!
In the meantime, we invite you to share some information about what we were working on before we fell into holiday lethargy.
What's ringing there?
Of course, as usual, there are fixes for the major and minor bugs you caught. However, something invisible is worth mentioning at the beginning too. You can’t see it, but you can definitely hear it. Yes, the in-game sound design fixes are incoming!
We have slightly improved the system of additional sounds of the main character's steps - now you can determine the probability of hearing these sounds for each type of surface on which Igor moves (e.g. branches breaking when he walks on a grass, or a piece of glass on a concrete pavement). We are also testing the sounds of walking on various types of rubbish inside buildings. Igor will be much more likely to hit trash/glass/paper along the way.
On top of that, we've also worked a bit on the system that suits Igor's breathing sounds best suited to him, as well as fine-tuning Igor's responses in the Moscow Eye and Red Forest events. We've also added missing sound effects to fill each event action. Plus, we've included the sounds of rain dripping in puddles.
All this will make the experience coming from the Zone even better (especially with headphones).
The Heist!
You often ask us if we will ever post anything related to The Heist - the last mission in the game that will make it all clear!
Seems that any news about The Heist would be currently much more interesting for you than the Chernobylite release date itself! You are so into your early access game that you want to know the finale as soon as possible. It's amazing and we love how much you feel connected with the story! It is also a sign that you liked the game a lot and want more. It makes us more than just happy.
Well, that day has finally come. It is finally time to answer this most pressing question. It's time to give you a little but long-awaited sneak peek from The Heist.
Are you ready?
Here it is!
Ladies and gentlemen, here is a bush. The bush you'll see in The Heist.
Of course, it’s a joke. Sorry for being so cold-blooded and savage with our “readbait”. But believe us, if a higher instance gave us the green light, we would show you much more. However, we agreed on that, we want to provide you with a fully developed end product and at the same time protect you from spoilers.
Give us time and you will not be disappointed. Meanwhile, we collect materials and wait for the aforementioned green light.
But in order not to leave you with anything, in the picture below you can see how we worked on such a detail as hair. With this little trick, we make them look more realistic than before.
Here is another thing worth mentioning. See what tangle of connections we have to go through in the editor so that the hair on the head and on the chin behaves naturally. At the same time, we must take care of their optimization so that the movement of even one little hair will not "crash" the game.
How to hear Chernobyl?
It is no coincidence that the beginning of the report is devoted to the accompanying sounds in the game. Why? Because today we want to introduce you to a man thanks to whom you can "hear" Chernobyl.
Adam Dyrszka deals with the complete sound design of Chernobylite (worth emphasizing: not music! We will write about it later). - I make sure that the game world is filled with sounds everywhere. For example, in the woods trees rustle in the wind, when a soldier walks towards us we hear stomping, when it rains - drops break against windows and windowsills, if something explodes your speakers should shake the whole house. Generally speaking, I do my best to never be too quiet during the game - says Adam.
As he admits, it is quite a challenge to add audio to such mysterious places as the Chernobyl Exclusion Zone and the Dead City. - It is easy to thicken the sound environment with chirping birds, flying planes, street noise and other human activity. However, we must remember that this place is dark, lifeless as we know it - he explains. - Apart from the supernatural phenomena characteristic of the game itself, where you can get carried away with fantasy, creating zone sounds takes hours of searching for references, listening to authentic recordings on the spot and then time-consuming testing plus correction. Honestly, looking at the end result I am quite surprised that we managed to get such a varied and interesting background based mainly on the noise of wind, leaves and various crackles - he adds.
The question is how are the sounds for Chernobylite designed? Well, first of all, you must be aware that when designing all kinds of sound effects, we try to create unique content, unique for this project. What does it mean? Where possible, we try to record our own sounds. It is especially important to create your own library of sounds for the characteristic elements of the project - says Adam. - It is best to show it on the example of the title green crystals and any anomalies associated with them. In the game, they make a high-pitched, sometimes squeaky glass noise. I needed something one-of-a-kind, so I borrowed the crystal vases from my grandmother, all she had actually. And then hit them for a few hours with various objects and "played" them with a cello bow.
Another important and at the same time the most characteristic element of our game are the lines spoken by the characters wearing gas masks. In order to achieve such an effect, it was impossible (especially during a pandemic) to invite voice actors to put on masks and speak through them into the microphone. This had to be approached differently. - Our solution was to create a proprietary effect using bandpass filtering. For this purpose, I used several different gas masks and a small speaker from the computer set. I "dressed" this loudspeaker in masks, and then generated a specific sound impulse that I caught with microphones. After running such a recording through the appropriate software, I got a database of some extremely realistic effects that are applied to the dialogues in real time inside the game - explains Adam.
Adam admits directly that recording and creating unique sounds is a great fun and gives a lot of scope to show off. However, not all sound effects can be achieved on their own (e.g. explosions or the noises of certain vehicles), especially with the limited time for project implementation. - That's why we use extensive libraries of very high-quality sounds that allow us to create multi-layered and effective SFXs - he says.
Can you smell the scent in the air? It isn’t a gunpowder smell. Also, it isn’t an unpleasant smell from the depths of the cellar. Or even the weird-ish but interesting smell of incoming dangerous adventure! It is the sweet scent of the atmosphere of the coming Christmas!
Christmas dinner with the family. Christmas tree. Presents. Eggnog. GINGERBREADS!
On this occasion, The Farm 51 team goes for a short but well-deserved rest so this Report will be the only one for the next two weeks. There is still a lot of work ahead of us, so we need to gather some strength for what awaits us in the following weeks and months. And that’s why the whole Chernobylite team is taking some days off - to be with our families, friends, significant others, rest before the intense work awaiting in 2021. Remember we are working now to finish the PC version as well as to prepare current-gen and next-gen consoles versions!
We won’t leave you with empty hands, though - although the report is more modest than the previous ones, it is filled to the brim with materials that are not available on the Internet. We hope you will like them.
Before you continue scrolling, we want to wish you everything best for Christmas and we hope you’ll spend this time happy & healthy. Also, we’d like to wish you that the upcoming year will be better than this one. Which, fortunately, will soon be behind us.
We build houses
We know that we have 3D modelling fans among our players. You liked our sketches and designs of characters and items that we throw into the world of Chernobylite. That is why we decided to show you other, much more interesting samples of our works.
Let's start decorating your home. Literally. In the photos below you can see how an ordinary block transforms into a dingy building from which plaster and paint are falling off.
In the next photos, you can see the end result - in the end, we managed to adjust the facade of the building to equally damaged rooms. In this case: the room and the kitchen.
Working on geometry to the belt
This slogan may not sound encouraging, but believe us, this kind of small thing has a significant impact on the reception of the entire work. Plus, contrary to appearances, it is extremely laborious. You can see the effects of these works below.
To prove that "sculpting" such an object takes a lot of time, we attach the following photo showing the belt after disassembling it, like a cutout for children. The next step is to smooth the object to give it more realistic shapes.
The next step is texturing and viola! The belt looks as it should. The coat shown in the photo was created in a similar way.
Structure of the Borderer
We move from object to character. More specifically to the mighty Borderer. As you can see, all the fun with it begins with the basics, i.e. drawing a bare (from the technical side, but also literally in this case) silhouette.
As you can see, we took care of even the smallest details.
Even. The. Smallest.
A few “tweaks” had to be added. Effect? Frightening.
Christmas is coming soon! For many of you, it's a time of rest, meeting your family (even virtual), and of course - gifts!
Before we go for a well-deserved rest ourselves, we still have a few things to do. More specifically, it is about introducing a lot of corrections and novelties to Chernobylite to make this Christmas more enjoyable for you.
We will also take this opportunity to show you what the work of a game tester in our company is all about. We hope that it will be not only interesting, but also informative - after all, everyone who wants to take the first step in the gaming industry usually starts this way (but not necessarily).
Little UI cleanup
First, we decided to do a little cleanup with the UI. For this purpose, we removed the weapon statistics in the recycler and fixed them not working in the storage. We also got rid of a bug where the gas mask was still visible in Igor's hand after removing the gas mask (e.g. after being moved to the storage).
This isn’t new yet, but we have already started working on updating the note system. We’re testing many solutions that are not only pleasant to the eyes but also useful. This includes the ability to resize notes and keep background effects while viewing notes. There is a bit of it so we will discuss it for a while but we think it will be worth waiting for the final result.
Without a detailed map, don't move
A little mention of something big. While making some adjustments to the game, we also looked at probably one of the most essential elements of the game - maps. As you can see, the Moscow Eye map will be greatly enriched with additional elements, making it clearer and more convenient to use. It includes adding a few missing buildings, water sources, fences, and a clearer outline of the level boundaries.
Similar changes await for Pripyat Port….
...and Kopachi.
Views of the power plant at night
This point looks like a gaggle to feast your eyes a bit. However, this is actually one of the effects of our in-game fix work.
We fixed a minor problem that was bothering us a bit. Namely, we have reduced the "strength" of the lights on the building, so that they should not shine through the trees.
Additionally, we reduced their brightness a bit, so they blend in better with the background. We also added missing lights on the chimneys.
Quick overview
And how about minor and major improvements and news that you suggested to us? Among them there are:
removed unnecessary fill after removing sharpen option in advanced video settings
fixed the pop-up that sometimes went out of frame
added the ability to select/deselect a marker on the map with LMB
moved the shader viewmode to F6 key
added hero breathing status while sprinting
updated stats for items used by companions
fixed the button icons on the map widget
And perhaps the most important change: added quick save and quick load under F5 / F8 keys.
F5 will now save the game in the quick save slot, while F8 will load the game directly from that slot. The quick save slot is also available in the load game menu.
Searching for the bugs
Every week we provide you with a solid dose of information about what stage Chernobylite is at. Most of the reports are descriptions of bugs that have been caught in the game. Of course, a lot of your credit for that is. However, we cannot forget about our silent heroes as well.
Meet Sebastian Rojek, our game tester. It is he who spends every day catching and reporting every, even the smallest, error in the game. But since we have such a huge help from your side (meaning our players), he also tries to find the ones you’re reporting. All this so that we can provide you with a product free of defects (hopefully).
It is said that the tester's work is repetitive and can be tedious. However, as Sebastian says, he is lucky that he didn’t fall into a routine during this project. To some extent, thanks to you as well. - We are working on Early Access, which slightly increases the dynamics and the way we run the project. Of course, we have a work schedule that we stick to, but at the same time we have to respond to feedback and errors reported by the gaming community - he says. - My day looks completely different a few days after the megapatch was released, when we focus on community feedback, and completely different a few days before, where we are still struggling with defects in completely new aspects of the game.
What is the tester's working day like? The first thing to do is download the latest version of the game with the latest fixes. Sebastian admits that there were days when he could afford to fence the whole project to see if previously reported bugs were fixed, and then he focused on specific mechanics or other aspects of the game that needed improvement.
- Currently, the project is so large that the work must be divided and organized. We devote part of the day to player reports because it is a valuable source of knowledge about the bugs and problems they encounter. Later, depending on the situation, either I make sure that our colleagues from other departments' corrections have had the desired effect, or we check if any of the patches have broken other elements of the game, or we perform functional tests of new or changed game mechanics.
It's time to deal with one of the biggest myths in the industry: a tester's job is not just about playing games and flipping a lot of money! Sebastian admits that such an image often appears in the minds of people outside the industry, and also, unfortunately, in some people already working in gamedev. - My work is largely based on previously prepared test documentation, collected information about the progress of work from individual departments, prepared checklists and a lot of organizational work so that the time later used for testing brings the best possible results - he says.
Speaking of bug reporting, each report should contain both a general description of the problem and the most accurate information about the steps leading to it, where it occurs, attach a screenshot or a video file with a record of the error. - Sometimes these are simple things that require looking at a given place, sometimes they are much more difficult cases, the reproduction of which requires a very specific positioning or reproducing even several dozen steps. It would probably be more difficult, but we have the right tools to make our work easier. Yes, we have cheats - admits Sebastian without any shame.
Do the testers, like the rest of the team, face difficulties in their work? According to Sebastian, in this case it is better to talk about challenges than difficulties. And he adds that in testing work, you are a bit at the center of everything that happens in the project. - Some departments cooperate with each other only to a limited extent. The tester works with everyone. It checks functionality, sound, graphics, optimization, compliance with design, etc. - says Sebastian. - You have to be careful with work and organize it well, because chaos can sneak in very easily. It may sound funny, but you have to "test" different approaches and learn from "mistakes" - he adds.
Reported defect priorities are reflected from two reference points. The first is to influence the project as a product that needs to be completed and released, the second is Early Access and the people who buy and play Chernobylite all the time. - We have to keep both of these things in mind. The defect, which may be small in the scale of the project, can completely spoil the gameplay experience of people downloading the new patch from Steam - emphasizes Sebastian.
Coming back to the issue of cooperation between the tester and the team, it is worth paying attention to one more thing: there is a belief that developers treat testers as a necessary evil. Because they catch bugs that need to be patched, and this only extends the game production process. Sebastian recalls having dealt with such situations over the years. - In my experience of working on games, there have been a lot of people who could throw meat at the tester, and "you just spoil, you would do something useful" isn’t the worst that can be heard - he admits. At the same time, he points out that the defects found by testers are the result of a mistake made, for example, by a programmer or designer, and they are often sensitive to their work being "picked on".
According to Sebastian, the cooperation depends largely on the tester himself. - It can build an atmosphere of cooperation and a common goal or conflict and criticism of someone else's work. You have to be in the back of your head all the time that you talk to people who spend many hours on their contribution to the project, so it's best not to be guided by emotions, and only consider arguments and dry facts - he says.
Of course - as he points out - the tester should have his own opinion and be able to assess many things himself. At the same time, it should also be able to shift the weight of the conversation towards solving the problem and extinguishing a potential conflict, not its flare-up. - You have to be able to conduct a dialogue in which the end result is a better shape of the project. I think people who can't handle it will only get frustrated in this profession or the industry in general, because it works both ways - says Sebastian.
- For me, working at Chernobylite is very fun in this respect, because we are a small team, so these relationships are in many cases direct and intense. We managed to develop a good workflow quite quickly and it has a good impact on the project. A lot of us are enthusiasts and sometimes you have the impression that they approach more interesting reported defects with curiosity than anger - he emphasizes.
fot. PatHecke
Are there any unusual situations in this job, as in any other? Naturally. In fact, it is required that such happen. And it's even better if game tester causes it himself. Sebastian admits that imagination is important in this work. - Sometimes you need a flash of genius and sometimes you have to do really stupid things. I can still remember the look of Arthur Fojcik who asked me why I was shooting dead bodies shortly after I reported a bug where shooting soldiers' bodies in Chernobylite was generating extra loot.
"It's not a bug, it's a feature"
Sebastian brings up one more anecdote that gives shivers down his back: - I used to think that a new event was added to the game that made the level pools full of blood. When I tried to find out what the event was it turned out to be a water display problem. Maybe that was the problem, maybe it was fixed and gone. For me, this will forever remain one of the darkest events in Chernobylite.
We ourselves regret that this "bug" has been fixed. :(
We come to you with another portion of the news about what is squeaking in the grass! But not only...
We noticed that in the previous report you liked the story of Joanna from the Exclusion Zone very much. So we're continuing our little series of behind-the-scenes stories, bringing you tons of unpublished photos from your zone along the way. We hope you will like it this time as well.
Enjoy reading!
We won the CEEGA award!
At the beginning we need to show off: Chernobylite was nominated for the CEEGA 2020 awards in the Technology and Visual Art categories And it was revealed just this week that we’ve won in the Technology category!
We don’t know exactly what particular aspects of the game draw the jury’s attention, but we’re definitely happy about it. Congratulations to the other nominees and winners! More awards are ahead of us (hopefully) :)
Armor, hair and woods
And now something for the eyes. In the pictures below you will see the step-by-step process of applying textures to a super heavy soldier.
Below - a comparison of Tatiana's hair before and after changing the hair material. As you can see, before the changes, Tatiana's hair was more… straw. Light corrections made the hair structure and appearance more natural and closer to reality.
Oh, and don't pay attention to what's going on behind Tatiana in the background. We don't know ourselves. :D
Here in the form of a little curiosity - how we work with the vegetation in the world of Chernobylite. As you can see, we try to reproduce the real trees and shrubs as much as possible, not only in terms of appearance and variety. You can see in the photo that we take care to maintain the proportions of the height of trees and shrubs compared to an adult person.
The atmosphere inside Chernobyl
Once again, we want to unveil a little behind the scenes of work on Chernobylite. Because you liked the story of our graphic model Joasia, we asked Michał Mierzejewski, our 3D artist and photogrammetry specialist, to tell you what it is like to take pictures of the environment.
Michał has been to Chernobyl more than ten times. The first trip took place in 2015 - back then Michał was in the team behind the Chernobyl VR Project. - The first trip happened in November. It probably lasted around five days, but we didn't visit too much. I spent the most time in School no. 3 doing scans. We were in a group of six people, travelling in our own car, and we could be in the zone from dawn till dusk. The school, which we lit up with our lamps (we had our own generator), looked amazing. Then the "tourist" traffic was completely different - he recalls.
Michał is a bit interested in urban exploration (exploration of the usually invisible or inaccessible parts of human civilization) and he has a lot of fun taking pictures of such places. The Zone once was his Holy Grail - At first, this place was overwhelming with the number of stimuli, frames in the context of photography. Everything was interesting and the neck hurt from constantly looking around - he says.
The biggest breakthrough was the 5th or 6th trip when he got to know this place better and could slow down for a moment. Thanks to this, he was able to closely experience places he only looked at from a distance so far. - Maybe I didn’t see the whole Zone, but I’ve tried more than once, so it's hard to say what I liked the most. Our trips are always organized in small groups, sometimes 2-3 people, which additionally helps, because you are not accompanied by 20 tourists. I explored all the iconic places as well as the less known ones. But I was most impressed by the silence near Caffe Pripyat. It was overwhelming, you could literally hear the grass growing. Nowhere else have I "heard" such silence - says Michał.
The best thing about this job is that the team visited places that are usually very difficult to access. The photo below was taken from the side of the power plant, which is not normally available for “tourists”.
And another photo from the zone, this time after dark.
There are also unforgettable, even historical moments. - We got permission once to fly over the Power Plant, moments before the Ark covered the old sarcophagus. A walk around the entire site was also something extraordinary - recalls Michał.
So the important question is how to transfer a place that you actually saw with your own eyes to the game. The easiest way to answer it is that: during a photo session, thousands of photos of an object or room are taken. Imagine taking a few thousand photos of only one chair! Michał says directly and with disarming frankness: - My job is not exciting. I can spend hours in a given place and take photos. Of course, I also visit interesting places and that’s pretty cool. Thanks to this, my work isn’t limited to just sitting in the office and that’s good because those trips are always an adventure in a way.
He found out himself that trips can be an adventure in themselves many times. He had some scary experience in the hospital, wandering around with a small team in the underground corridors. - We were there completely alone. We’ve reached a cellar where irradiated clothes were thrown into (some of them gathered from the fireman that were dispatched to the Power Plant shortly after the explosion). Suddenly, madness happened - dosimeters and their alarms screamed... It was really something - recalls Michał.
This, of course, doesn’t mean that everything has to be smooth and successful - exploring the underground is sometimes dangerous. While exploring one of the buildings in search of a good cellar to scan, Michał had a small… accident. - I saw a spot where I could move down through the metal staircase. I moved slowly: 1... 2... 3... 4… 5 steps. Suddenly it felt the next stair was bending like it was made of rubber. In a split second, I grabbed the railing. It crumbled and the rest of it was left in my hands. I don’t know how, but I’ve managed to turn and started to run back. Every step bent, crumbled, and in the end, all of them fell into a black hole where I wanted to go.
Another extremely important element of the journey is meeting people. As Michał says, visiting the same abandoned buildings 100 times does not make such an impression then. - Suddenly people and their stories come to the fore. For example, that guy Ivan talked about the boar he kept in his shed. But there are also guides, all that atmosphere and animals - all those stray dogs, cats, a car-sized moose you encountered, or a fox that thinks it's a dog.
- The kindness of these people, their openness is indescribable. During one of our trips, we recorded one babushka and when she started to tell her story, the memories came back and she cried. It really moved us - adds Michał.
The end of the tour always means a lot of control. After all, you come back from the area irradiated to a greater or lesser extent. When leaving the zone, you must pass the dosimetry control twice through special gates. Even then, it's hard not to run into problems. - Once some guy in front was passing through the gate and it just “screamed”.
The guards stopped him, of course. They told him to clean his shoes with special doormats, as they were the source of the problem. He wiped them, walked through the gate... and it yelled again. So he didn’t have much choice and had to leave these shoes. From that point he had to walk just in his socks - describes Michał.
So we made it! We've reached our destination! Here is a round 50 report before your eyes! <celebrating_cat_funny_hat.gif>
We filled 49 previous reports with our sweat, blood and the tears (of joy) we shed during our struggle over Chernobylite. All this to provide you with the most polished game that we hope will give you a lot of fun.
As you may have also noticed, we’ve recently jumped into December. It means we're getting closer to the end. But that doesn't mean we've slowed down. In addition to fixing the bugs you report, we are working hard on the most crucial elements of our game (THE HEIST!), And we are also preparing Chernobylite for the raid on consoles of the current (yet) generation and the one that has just arrived. So there will be more things to come before the premiere.
That's it for the introduction. We invite you to read the 50th report, in which we also included some behind-the-scenes curiosities. ;)
Shield of Black Stalker
For starters, traditionally about the major and minor changes and fixes we're working on to make playing Chernobylite fun, not a chore. Errors can be really diverse, and these sometimes never cease to surprise us.
Of these smaller fixes, it's worth mentioning that we’ve taken care of the disabling of save and load options in the pause menu (if the player didn't have any "daily saves"). We have also turned on the pause menu during the dialogue - thanks to this, when you have to leave the game unexpectedly for some time, you don’t have to worry about missing an important thread in the plot.
In addition, we’ve fixed investigation boards order when hints or notes were collected in a random order, removed the adrenaline tutorial once slow-motion option ended, made the active weapon hidden if it was moved to storage.
From the bigger things, we can say that we are working on some essential animations and effects in the game. Below, one example: the effect of destroying a black stalker shield.
In our editor:
In-game:
In the center of the Zone
Here we want to show you the backstage of Chernobylite development. However, it will be something completely different from what you have seen recently. So get ready, because we have a little surprise for you that comes with it.
As you know, we went to the Exclusion Zone many times because of the project with our luggage stuffed with photographic and video equipment. It was the perfect opportunity to take a lot of photos and videos, which were later used to create the world of Chernobylite. The trips to Chernobyl also allowed us to create assets that serve as narrative elements. Including the most important ones, related to one of the key characters in the game.
Tatyana Amalieva is a very mysterious and ambiguous character that the player gets to know at the very beginning of the game. Igor Khymynuk's fiancée, who worked with him at the Chernobyl power plant, disappears on April 26, 1986, the day of the disaster. 30 years later, Igor travels back to the Zone to look for her.
To portray Tatiana, we needed a suitable place, some props (including clothes), and most importantly - a model. And so our graphic designer Joanna became Tatyana. It’s her character that you see at the very beginning of the game's intro. And she will be happy to tell you what it was like in the Exclusion Zone and about working as a model!
The first trip to the photo session took place in November 2017. The team spent a day in Sławutycz and two days in the Exclusion Zone. - It was a very intense time. Wake up early in the morning, pack costumes, equipment and travel by train to Chernobyl. I was very excited because I had never had the opportunity to pose in such a specific place before. It was a big challenge - says Joanna.
As she claims, from her first trip she remembers mostly the peace and silence, the unique atmosphere and mystery of this place. - The centre of Pripyat made the biggest impression on me. The Ghost Town, which had a population of around 50,000 inhabitants before the catastrophe. And now nature has taken over the power in this place.
The first location where photos were taken was the Duga radar. Unfortunately, the conditions were difficult and the weather was not favourable. - I was only wearing a summer dress. I've never felt so cold before - Joanna admits. Subsequent sessions and recordings took place, among others, in the centre of Pripyat, the Amusement Park, the City Hospital No. 126 in Pripyat, the Pripyat Café, and the Kindergarten in Kopachi. During these few years, the team managed to see a large part of the Exclusion Zone.
The trips were also an opportunity to bring a lot of anecdotes from there. In one of them, the heroine was Joanna, or rather Tatyana, played by her. - Two years ago, during the session at the Polesie Hotel, we heard the voices of coming tourists. We made a little joke. I was wearing Tatyana's ghost costume, I was holding a doll in my hand, I was throwing my hair over my face. I slowly started walking towards them. When they noticed me, their reaction was indescribable! You never know what is hiding in an abandoned city. ;)
- We travelled to Chernobyl every year, I was there 4 times. We’ve also planned a trip for this year, but… you know. 2020. The pandemic thwarted our plans. I hope that we will be able to return there in the future - she adds.
It's time to answer the question of what 3D scanning of a character looks like from the inside. This happened in the company using photogrammetry. - It's a very interesting experience to be surrounded by 114 cameras. The most difficult aspect is to keep the chosen pose for some time - says Joanna admits. And she adds: - I stopped in time as a 3D model! It is an amazing feeling and a souvenir for the future.
Did you like Joanna’s / Tatiana’s behind the scenes story? We have MUCH more like this coming, so let us know if you’d like to read about it!
Before we get to the heart of the agenda, we'd like to announce something important. Our game is voting for the Steam Awards! As Chernobylite was released in Early Access in October 2019 (over a year ago. Where did that time go...) we are starting a nomination for the award in the "Labor of Love" category. We bow down and ask you: if you've had fun playing our game so far - vote for Chernobylite!
And remember that by voting you earn a special Steam badge! If you want to have the highest tier of this badge, you have to write or update a review for one of the nominated games. Of course, we would love if you'd do this for Chernobylite <3
The game has changed much since we've started Early Access, so if you wrote us a review 6, even 12 months ago, Chernobylite is a totally better game now. So hop in, play, see for yourselves and tell us what you think about the current state of the development!
Ok, no more grovelling! Here come our weekly specs!
Performance improvements and other smaller bugs
We will start the report with significant changes that may not be noticeable to the human eye, but are actually crucial to the smooth running of the game.
The problem that we want to solve is that the game lagged after showing a dozen saved games (or more) with all these elements at once. We are trying to work out a solution that will fix it - we have a few ideas on how to do it so we’re testing them right now. We decided to do a little reorganization of the new load game menu by reviewing the user interface, screenshots next to each save and metadata. Such as current level, current quest, save timestamp, playtime duration, etc.
By jcden77
In addition, we are working on other improvements, which, although they are minor, have a huge impact on the gameplay and on how much you’re enjoying the game. This includes improving interaction with very small objects - this is not the pixel hunt level of old point'n'click adventure games yet, but we would like to avoid it anyway.
Also fixing the sound of footsteps that did not work well in some places, and the marker placed by our comrades who were in the wrong places or a bug that made the traps react to dead bodies. In addition, there are also some grammatical errors in the dialogues that we and you picked up.
The list of these minor bugs is much larger, so expect the bigger list when the update (Hotfix) will arrive on Steam.
By svid.vp
Chernohost
Our favourite little devil, a.k.a. Chernohost, also didn’t escape our attention. And there is always room for improvement. ALWAYS, believe us. For example, sometimes this enemy happened to be invisible, like Bilbo Baggins after putting the One Ring on his finger. It’s hard to fight a group of Chernohosts, so imagine being attacked by… nothing. Or at least nothing visible.
Another bug was keeping Chernohost glued to us all the time. Literally! To say that it looked weird is not enough... Apart from that, we are increasing and widening these creatures’ view range and - most importantly - we are giving them the opportunity to aggro their comrades. In the group, Chernohosts are the strongest, so if one will see & attack you. And the rest will probably do the same.
Audio and visuals
Time for a visual-auditory experience. We are currently working on the sounds made by falling bullet scales. We want the sounds to reproduce the fall of the scales not only to the ground, but also to other surfaces, such as heavy metal, glass, crystal, deep water and shallow puddles. Again, this is important to us because we want to make the game as real as possible.
Though we couldn’t show you that today, as we can’t publish any videos in Steam News, we will prepare some behind the scenes in the next month. You’ll probably be quite surprised how we can produce such sounds ^^
Among the more important visual fixes, we are working on the extremely annoying scene where you meet Tarakan in Pripyat Port. Why “annoying”? Because it doesn't work the way it should! Due to this, the quest cannot be finished - it has as many as four endings, which already mixes the whole thing up.
As for the other things, on the screenshot below you can see that we are testing various solutions in the Farm that can help us solve the problem of bad display of objects from a greater distance.
We are also working on different versions of new game objects (in this case: trees). No textures at the moment.
And finally, a package of assets from almost all sides. Enjoy!
The Steam Awards are here again! We are taking part in the voting too, as a game released in Early Access in October 2019, so you can find us in one category: Labor of Love. If you had fun playing our game - please vote on Chernobylite!
And if you played months ago, check out how much the game has changed:
https://steamcommunity.com/games/1016800/announcements/detail/2935744583752568383 However we are not "there" yet, meaning we still have some work to get done, we're not long before the awaited premiere. We have over a year of work behind us and finally reaching the point where we will be able to say "okay, guys, we have it!". Of course, still many things will change for the better, there is still some content to be implemented (like "The Heist").
But on the other hand, we can clearly see how much the game has improved since the pre-alpha state. And that's not an easy thing to say when you work on something day after day after day! We are proud of what we have achieved, we are proud that we will be able to bring Chernobylite to both current and next-gen consoles, we are proud that you like the ideas that we invented and the changes that we made.
So guys, if you want to show us your support - please write us a review and vote on Chernobylite during this year's Steam Awards!
Another set of bug fixes you report to us. This time they may not be blocking the game, but they are very annoying. We realize that these are not all problems, but we will gradually solve them. There is still a lot of time until the premiere...
Decisions and story:
Sashko now correctly changes his attitude if you changed your decisions in "A few things from an old hideout"
Sashko will no longer react negatively to Igor for releasing Kostya from prison if Kostya died earlier
Sashko now has no change in attitude due to the Ferris wheel crashing down if the player chose to kill Kozlov.
“Checkpoint Assault” will no longer require player input every time you return to the Fractal Timeline
If a player during "Big Fish" shoots down the helicopter, Mikhail should not leave the team. The decision influences and correctly scales with his loyalty.
Olga should no longer be "lost" when we rescue her from prison.
During Hack Nar Server, the decision was the opposite of what it should have been. We fixed it.
AI and combat:
Soldiers should now react correctly to the death of an ally killed with a silenced weapon. When they hear the body fall, they will check it out, and when they see their ally die
Weapons should now be properly filled with ammunition if it has a magazine other than the default.
Bolderer's AI was created before EA started. It passed a deep update, which should solve many problems, such as correct path searching, using portals, problems with animations, or sensitivity to eyesight and hearing.
General:
Event marker on the compass should now correctly change the transparency scale with distance.
Fixed a collision on the passage that prevented you from entering one of the stashes behind the chernobylite wall in Pripyat Central
High-tech equipment in Igor's room should now have the correct textures
In some quests, an old placeholder was showing on TVs instead of Tarakan. We fixed it.
Hermit we encountered on the related quest was very dark. We improved its lighting.
Events with gas clouds should no longer spawn in sectors where the main quest is taking place.
When entering the fractal world, the cutscene for putting on the helmet should always start correctly
During training with Tarakan, it was possible to block yourself if we started a dialogue with him holding a weapon in our hand. We fixed it.
We have fixed a very rare issue that was causing problems with sharpen postprocessing.
Fixed issues with poor texture quality on some elevations.
Fixed lighting issues during mission "Weapon Transport"
We read your opinions, and we know what you most expect ("where is The Heist?!") and you tell us what needs to be improved and what else to work on to make life in the Zone better. As always, your insights were valuable to us, as evidenced by the following corrections that we are preparing for you. By the way, we have found quite an interesting bug ourselves that turned out to be… somewhat spooky. Although Halloween is long behind us, we think you will like what we’ve found.
Let's start with the changes that will include Shadow - the monster with huge paws that lurks in buildings in the Zone. There will be quite a few of these changes, but thanks to them fighting him will be… maybe not so much a "pleasure" (let's be honest, meeting Shadow who pops out of nowhere was never pleasant), but definitely more balanced.
This includes faster reaction to the attack and its involvement in the fight (Shadow will not wait for your move, but will attack right away), a significant change in range and angle of view (thanks to this, he doesn’t pass a meter from the soldiers without noticing them). Plus, we make him react to sounds and damage and get rid of a few annoying bugs (e.g. blur effect, which sometimes stayed with the Shadow permanently).
Distribution of soldiers
Another big and quite important change concerns the spawning of soldiers on the map. To put things simply, we wanted to generate enemy squads randomly, but for them to have similar “strength”. The spawning process had a difficult time choosing which enemy to spawn in the squads. And that changed the balance we wanted to achieve - having e.g. 3 regular soldiers + 1 stronger in a group instead of 2 regulars + 2 stronger ones.
* spawner - a spot on the map where enemies are, well, spawning* distribution - a word used to describe the process of spawning the enemies* perfect distribution - spawning the enemies in the best way possible* weight (of the soldiers) - “value” of a particular enemy type, which is necessary for the spawning process to decide which to spawn
Overall, we're working to drastically change the soldier spawning system to be more honest and random, rather than rigid, mathematical. Thanks to this, we want to avoid some weirdness related to seeing too many"crafting" on the map of soldiers of the same, weak type.
Let’s start the tech-talk now! There are spawners placed on the levels, which tell what and how many soldiers should appear in this particular place. Depending on certain variables, we choose one of the predefined levels of "difficulty" that describes the distributions of the types of soldiers. For example: when the NAR squad spawn, we want half (0.5) to be regular soldiers, one-fourth (0.25) sergeants and one-fourth (0.25) elite.
The perfect distribution is that the same group of soldiers will be spotted every time. The problem was that it did not always work as it should, so it happened that in subsequent draws, spawners "produced" only regular soldiers. Simply put, we want to improve this system to allow better, non-biased randomness. https://www.youtube.com/watch?v=tZQeSlF3AAQ Here’s a broader description of the problem:
Perfect distribution on the example of a spawner who "produces" four soldiers: two regular soldier (4 * 0.5 = 2), one sergeant (4 * 0.25 = 1) and one elite (4 * 0.25 = 1). From a mathematical point of view, everything is fine.
The problem arises when we cannot make a perfect distribution. Example: we have a spawner who has to "produce" three soldiers each time: regular soldier (3 * 0.5 = 1.5 = 1), sergeant (3 * 0.25 = 0.75 = 0), elite (3 * 0.25 = 0.75 = 0). This is a rather poor solution.
Therefore, we are ultimately working on a solution where we make a distribution based on a value that describes the probability of a given type of opponent in relation to other opponents. On the other hand, for the remaining soldiers, whom we could not replace, we use the principles of perfect distribution (i.e. a draw takes place: 50% chance for a soldier to appear, 25% for a sergeant and an elite). In other words: every time there will be the same distribution of soldiers depending on the difficulty level. In case this is not possible, instead of spawning the weakest, we spawn them randomly by chance.
Noises (also from the underworld)
We introduce you changes not only visible to the eye but also audible to the ear. We plan to add to the game footsteps heard when walking on very wet surfaces, such as puddles, as well as the sounds of browsing and crafting weapon upgrades. We especially care about the implementation of that second element, because that's what you deal with most often. The sounds of walking on puddles can be considered a modest addition, but it increases the realism in the game.
Similarly, we approach the issue of adding an alert to opponents when the body hits the ground. A body hitting the ground produces an appropriately loud noise that will alert enemies that something disturbing is happening around the corner.
Taking this opportunity to discuss the in-game sounds issue, we have a curiosity for you. This has to do with an interesting, yet very terrifying bug we came across. On the Red Forest map near Olga's Village, you can find wild pigs. If you shoot any of them, it will squeal before it dies ... and that squeal will still be heard even after it dies. We're correcting this bug so that pigs don't bite your conscience from the underworld. ;)
Level design
We are also working on slight improvements to the level design. Mostly these are minor bugs that have been spotted by you (e.g. on several levels the meshes appeared too late). However, we are also working on major fixes that will improve the gameplay. First, there will be plates with the names of the rooms in the prison for better orientation. This is a large spot where it's easy to get lost.
Secondly, in Pripyat Central, Pripyat Port and Kopachi events have been tweaked so that they don't get blocked. As you know, some places are now blocked by Chernobylite walls or locked doors which require you to use a lockpick. We had to move one of these rooms in Kopachi because there was another event in the same room that we shouldn't block in this way.