Before we start the report, we would like to share a reminder that Chernobylite was nominated by the Polish section of IGN to fight for the title of "Best Polish Game" of 2021. All nominated titles have a chance to win an audience award in that category. Please vote for Chernobylite! The voting lasts until June 5. Thank you for all your support!
Hello Stalkers!
In the last post we elaborated on how the Chernobylite world was born and what was the origin of the idea of dividing it into several areas. Today we will explain why we put the open world idea aside and what it has to do with technology. We will also share how dividing the map into smaller parts benefits the player.
You need to understand that in Get Even we had more freedom when it came to creating the world, unlike Chernobylite, where we had to reflect the real world. Additionally, the world presented in Get Even was closed and very linear. This means freedom of arranging the levels according to our will, but also the necessity of dealing with many complex technical aspects, like: how to open these levels, how much physical space should we give to the player, etc. In addition, we had to somehow make moving through endless corridors more attractive by putting some items here and there, adding events. We also needed to figure out how random they should be.
In the case of Chernobylite, we focused on a semi-open world. Why didn't we put the entire Zone into the game right away? Because it is way too big. People associate this place with photos and videos that show the most interesting places in the Zone, and these are only a fraction of the whole area. A big map means big problems. Preparing all this content so that running from one end of the map to the other would be interesting would require a lot of work. We preferred to focus on a few specific and most characteristic places and refine them to such an extent that they would look amazing and be fun to explore.
We have a lot of materials from the Zone itself. For some time we even had a problem sorting them properly, there were so many of them. We had entire walls covered with photos to feel the atmosphere of those places. We also had scans and videos. Thanks to all this, we were able to capture the atmosphere of the Zone, so it almost felt real.
Okay, we've divided the Zone into several characteristic places. But how to encourage the player to explore them? In this case, we've done our best to ensure that the player has several paths to choose from, no matter where they are on the map, and each path leads to something different. From one path the player will see a building they can enter, another one is in an alley, and elsewhere they see a powerful radar in front of them. It encourages the player to progress and explore in search of all the things that we have hidden on the map. We can almost guarantee that every time the player visits, there will be something interesting for them to find. It can be some resources to collect, an event, or perhaps a scary opponent.
This way, the player is rewarded for their decisions and wants to continue exploring the map. Each piece of the level has been designed with the player in mind, so that exploration makes sense.
You already know the reason why we gave up the open world from the design perspective. Now, it's worth clarifying this issue from the technical side. Making games in the open world is expensive and requires a proper approach to gameplay. We wanted our game to be more intimate. Additionally, you have to remember that Chernobylite is a game created by a very small team, even many times smaller than the one that worked on Get Even - the size of 30 people! The downside is that you have to make compromises. A lot.
Making an open world game requires a lot more attention to the optimization and performance of the game as a whole. If we decided to give the players the entire zone, large pieces of it would probably have to be generated longer. We know this because we tried to do it, but in the end the quality did not satisfy us enough to go this way. That is why we preferred to achieve maximum quality rather than forcibly create an open world. In other words: it's better to create something small and have full control over it than to create a huge project that will be buggy or not working at all.
Whether or not we made the right call, in the end will be decided by the players.
That's it for today!
Take care, Stalkers!
Will you join us? Let us know in the comments or on Discord.
Dear detective, The Mirror System is expected to be updated at 8:00 (UTC/GMT:+8:00) on 5/28, which is expected to take 60 minutes. This update will restart the server, and the online agents will be forced to go offline. Please log off in advance to avoid losses! We will notify you later after the server is opened. Please understand for the inconvenience caused by the agent simulation training!
Compensation will be distributed in this update: Spirit Coin x10000
【Problem Repair】 1. Fixed the problem that in the exorcism mode, when there was the last one left, the detective could not become Ling Zhengying 2. Fixed the problem that in exorcism mode, all scouts could not end the game after being devoured 3. Fixed the problem that Ling Zhengying used the main star skill to hit the simulated ghost without hit feedback 4. Fixed the problem that the imitated Wraith Master Bachi couldn't use the domain skills normally
It is with great pleasure that we bring you DCS MAVERICK. Please enjoy and make sure to update to the latest version to receive the new DCS: F/A-18C Hornet and DCS: F-14 Tomcat liveries. We look forward to your feedback. Stay healthy and as always, fly safe.
We are working on the next update for the Hornet and are happy to announce that the AIM-7P and ADM-141 TALD will be released in the next Open Beta update. We are currently finalizing sparks when firing the gun at night, and have crushed many of the multiplayer mission bugs which were apparent when several Supercarriers are in the mission.
AIM-7P The AIM-7P is similar in most ways to the M versions. It was primarily an upgrade program. The main changes were to the software and improving low-level performance. A follow-on Block II upgrade added a new rear receiver that allowed the missile to receive mid-course corrections from the launching aircraft. Plans initially called for all M versions to be upgraded, but currently P's are being issued as required.
ADM-141A TALD Used to help suppress Surface-to-Air Missile (SAM) systems by distracting them with false targets. TALDs can also trick hostile radars into emitting and allowing them to be attacked by Anti-Radiation missiles. They can also be used to confuse hostile air-to-air radar operators. In the first Gulf War, hundreds were launched by A-7s and F/A-18s on the first night of the war. An additional purpose is to act as a target practice for radar-guided air-to-air missiles. In the above screenshot you can see a Hornet carrying TALDs to act as AIM-7 practice targets.
Bundles
Promotion
Be a Maverick DCS: F/A-18C Hornet and DCS: Supercarrier are now available as a bundle option that allow you to save a massive 30% on a combined purchase. Included are three new liveries. https://store.steampowered.com/bundle/26381/Be_The_Maverick/
Maverick Legacy In collaboration with Heatblur Simulations, we are pleased to bring you a special bundle comprising DCS: F/A-18C Hornet and DCS: F-14 Tomcat with a valuable 35% discount! This offer is only available this weekend so do not miss out. https://store.steampowered.com/bundle/26382/Maverick_Legacy/
The Momentum Mod team has been hard at work accomplishing the latest version milestone, 0.9.1! This update has been a while coming, with over 220 (!!!) GitHub cards closed and sees a completely new user interface, a new mode or two, a new solution to the issue of missing textures, tons of fixes to gameplay and rendering, and a lot more!
This update is so large that we unfortunately cannot fit it in its entirety here! (Valve pls fix)
The next Stormworks major update is almost here! (Release date: 2nd June 2022) The new major update includes a new "ring of fire" biome with a series of fault-line volcanoes, underwater tunnels and trenches, new missions, and new sonar components! Here is some more info on what to expect:
New Sonar!
With the major update, we will add new sonar components. These new sonar parts are much more true to life, as they can listen in passive mode, as well as operate in active mode.
In passive mode, the new sonar parts detect noise producing components such as propellers, engines, etc. Sonar continuously listens in all directions at once, and this info is output to a composite channel in a similar way to radar.
In active mode, sonar emits a "ping" on command. This ping travels through water at 1480m/s and reflects off vehicles, returning their contact with a delay relative to their distance. Pings are considered noise producing, and are visible to passive radar.
New Missions!
The new missions include a variety of new types. Ocean floor rescue missions involve rescuing divers or submariners from below the surface, in a similar structure to the existing rescue missions. The depths of these missions is usually known and the player may need specialist rescue equipment. Occasionally these missions can occur where cave divers require rescue. These missions are probably the most dangerous as the underwater tunnel network is vast and it is easy to get lost.
Salvage missions involve recovering anchors, live munitions, or wrecked ships from the sea floor, and transporting them to their destination. These missions are more passive, with much longer timers as they are not emergencies and much less urgent. This allows more time to prepare, time to wait for the best weather, and perhaps even complete these missions in stages or in groups for maximum efficiency.
Repair missions introduce a new objective type where vehicles may need repairing with a repair torch. Some of these vehicles are on the surface, while others may be on the sea floor.
We are really excited to release this major update in just a few days on 2nd June 2022! Thank you to all the players who have given us feedback and support to make this update possible.
-Fixed issue with Hub icons becoming misaligned -Corrected incorrect info in skills screen -Slightly reduced chance of Efficient Extractor triggering -Reduced Tavla payouts -typos and text fixes
I had to rewrite the whole game ;) But now I'm able to create new levels and make more frequent updates.
What's new: - Rewrote the whole game, recreated all the classic levels - Added 10 new levels (more coming soon) - Added Cloud Saves - Added Dark Mode - Added New Menu - Animations are better - Game runs smoother - Linux version should work better
Please let me know if you encountered any bugs. People who deleted the game, but had finished it before, should be able to start from level 50. Thanks!
HOOK 2 NEWS: HOOK 2 Is coming next month. I just uploaded a new trailer. The demo will be available in 2 weeks. I would really appreciate if you could add it to wishlist or share the news. It would help me a ton! Cheers!