Optimist
Savant
- Joined
- Jun 18, 2018
- Messages
- 355
There's a sale on GoG right now.Looks interesting. I'll wait for sale.
There's a sale on GoG right now.Looks interesting. I'll wait for sale.
GOG doesn't want my blood money. ¯\_(ツ)_/¯There's a sale on GoG right now.Looks interesting. I'll wait for sale.
Announcing Shadow Master Event for Stealth Fest!
Steam is having a Stealth Fest in late July. To follow the "sneaky spirit", I decided to make a DLC that specifically caters to folks who really enjoy the stealth gameplay!
The Shadow Master DLC will include:
- A new game mode called "Sticks and Stones", where you are not allowed to use any guns - only melee weapons ("sticks") and grenades ("stones").
- New melee weapon: Sledge Hammer, which has an enormous blunt damage that crushes through armor!
- New melee weapon: Combat Knife, which is not only the fastest melee weapon, but also allows you to perform a fast stealth kill against humans, and magnified damage against unaware ghouls.
- New ranged weapon: Ballistic Knife, which silently shoots a knife for a short range and can be paired with the Ballistic Shield.
- New crossbow bolt type: Explosive-Tip Bolt, which explodes upon impact.
- New armor: the "Death Shroud" Stealth Armor, which reduces visibility at night and also reduces player's footstep noise.
- New hitman quests where you will be given a target to silently eliminate for some blood money!
Well, I have less than a month to make all these happen so I better get going now
^
https://en.wikipedia.org/wiki/Ballistic_knife
saw it in some CoD game, probably one Cold War themed
despite perhaps being the game's foremost shill, I refunded Dead Zone lmao, I'm spentdead zone
wtf moustache man rulescharacter creation portraits, because they all looks too retardeded
Time to Wishlist Shadow Master DLC! And A Small Update
Like usual, I always end up doing more work than I originally planned I found myself writing a whole "novel" for the Shadow Master DLC, and I really hope I can get everything done by 7/24. If not, may be a few days late. It didn't help that I also got strep throat and I've been feeling really sick these days.
Anyways, please check out the steam page for the DLC
Also a few updates in 1.69-7:
- Fixed a bug with motorcycle spawning far from the player in ravenwood
- Raised the point of aim when locking on to an enemy, while using ChaseCam and Gamepad control scheme
- Fixed the inaccurate aim of the crossbow
I think that's unkind in the same way as saying to a dog he isn't a lion. Sure, lion king of the savannah and all, but teh doggo is there for you, and he shouldn't be a lion same as octopuss shouldn't be a grasshopper.I applaud the effort, but the game is pretty formulaic and barebones. The tedium of backtracking is also tiresome. I've killed legionnaries and pretty much up to this point the game was more of the same. The controls are pretty awful and i don't think the isometric alike view/top down camera is suitable for this kind of genre, especially with cover being a big factor in combat. Author also pretty much shamelessly copied rookie village from stalker.
You can with a hidden dialogue branch. If you have 1000 rubles, you can pay them off and complete the mission peacefully, but they will not leave and will shoot you on sight the next time you are back there.The Legionnaire situation felt odd. When I tried paying them off to fuck off for a while they attacked me regardless - is there a way of dealing peacefully with them? I fully get that this could have been one of those "can't trust anyone in the zone, Stalker" situations, but this felt more like scripts going off the rails.It used to be the case that you could pursue the paying them off path and they'd betray you immediately. There was no peaceful way about it, ultimately. Now it's supposed to be a valid way to complete not-Sidorovich' quest but they'll turn aggro later on. Could very well be bugged, who knows.
lol 200 dollars barely buys you a few car models. Besides, nobody makes post-apocalyptic soviet environmentsSeems decent, but i think i will refund, i'm such a graphical whore unfortunately.
The assets used here belongs in games made some 20'ish years ago, makes very little sense. It reminds me of games like never winter nights 1 or so.
He could spend maybe $100-200 on modern stock assets to make the game look at least twice as good. Bet it would sell better and it could be advertised better with some pretty nice looking screens. I mean its not running on a 20 year old engine, Unity is capable of higher poly count than 800'ish for a tree and 20 for a rock..
So, there are some quest branchings after all! Nice!You can with a hidden dialogue branch. If you have 1000 rubles, you can pay them off and complete the mission peacefully, but they will not leave and will shoot you on sight the next time you are back there.The Legionnaire situation felt odd. When I tried paying them off to fuck off for a while they attacked me regardless - is there a way of dealing peacefully with them? I fully get that this could have been one of those "can't trust anyone in the zone, Stalker" situations, but this felt more like scripts going off the rails.It used to be the case that you could pursue the paying them off path and they'd betray you immediately. There was no peaceful way about it, ultimately. Now it's supposed to be a valid way to complete not-Sidorovich' quest but they'll turn aggro later on. Could very well be bugged, who knows.
Which asset store are you looking at?lol 200 dollars barely buys you a few car models. Besides, nobody makes post-apocalyptic soviet environmentsSeems decent, but i think i will refund, i'm such a graphical whore unfortunately.
The assets used here belongs in games made some 20'ish years ago, makes very little sense. It reminds me of games like never winter nights 1 or so.
He could spend maybe $100-200 on modern stock assets to make the game look at least twice as good. Bet it would sell better and it could be advertised better with some pretty nice looking screens. I mean its not running on a 20 year old engine, Unity is capable of higher poly count than 800'ish for a tree and 20 for a rock..
Seems decent, but i think i will refund, i'm such a graphical whore unfortunately.
The assets used here belongs in games made some 20'ish years ago, makes very little sense. It reminds me of games like never winter nights 1 or so.
He could spend maybe $100-200 on modern stock assets to make the game look at least twice as good. Bet it would sell better and it could be advertised better with some pretty nice looking screens. I mean its not running on a 20 year old engine, Unity is capable of higher poly count than 800'ish for a tree and 20 for a rock..
Which asset store are you looking at?lol 200 dollars barely buys you a few car models. Besides, nobody makes post-apocalyptic soviet environmentsSeems decent, but i think i will refund, i'm such a graphical whore unfortunately.
The assets used here belongs in games made some 20'ish years ago, makes very little sense. It reminds me of games like never winter nights 1 or so.
He could spend maybe $100-200 on modern stock assets to make the game look at least twice as good. Bet it would sell better and it could be advertised better with some pretty nice looking screens. I mean its not running on a 20 year old engine, Unity is capable of higher poly count than 800'ish for a tree and 20 for a rock..
There are many assets from $1-$10, tons of free ones too (though of course one need to read what kind of license it comes with). I'd absolutely look outside of Unity Assetstore, i took a quick look and it seems very expensive there, there are hundreds of other places.
What defines post-apocalyptic is mostly in the texture department or that it looks somewhat broken, quite easy to add i would say. So even if there might not be many post apocalyptic assets many can easily be adapted.
When i worked for Kenshi (which is also a kind of post apoc. RPG) all the assets for that game he purchased in the OGRE asset store (i believe it was), i was quite impressed with the character animations and buildings he had found for the game (might not look impressive today, but this was 11 years ago).
I could probably provide you with free assets (trees and flora / groundcovers) and post apocalyptic textures which have quite a few of, for free / for a mention in credits. PM if you're interested. My biggest graphical mod (Skyrim Flora Overhaul) have ~4m unique downloads, if that counts for anything, and like mentioned i also did some work for Kenshi (some trees, flora, textures).
Rotorist
Would you be so kind as to talk a bit about how this game came to be? I believe a full-fledged game such as this must be a colossal project for just one guy. Did you do everything by yourself? How did you get inspiration? What were your motives?
So, you have two kids and you create games as a sole developer... Are you like Will 21 Char, chugging energy drinks by gallones or something? Only 3 years of development of a game with pretty advanced features in just one person.Rotorist
Would you be so kind as to talk a bit about how this game came to be? I believe a full-fledged game such as this must be a colossal project for just one guy. Did you do everything by yourself? How did you get inspiration? What were your motives?
Sure
It was started way back in 2014 or so, when I was contemplating a 3D top down zombie shooter with RPG elements. I was playing a game called "Dead Horde" (https://store.steampowered.com/app/27940/Dead_Horde/) which had an art style I kinda liked, but the gameplay was really bland, so I was thinking what if I made a zombie game with similar aesthetics but more in-depth mechanics and a better story? So I started working on a prototype, figuring out how to add animations to characters, writing AI (the AI was inspired by F.E.A.R.'s GOAP system), and you can see one of the earliest prototype videos: https://www.youtube.com/watch?v=TQmZ0IsS_VQ (you can browse my channel to see all my dev videos)
Later I thought the zombie theme was over-done, and I happened to play This War of Mine and thought it would be cool to make a top down shooter related to a besieged city like Sarajevo. I bought a bunch of books about the Bosnian war and read them to get inspiration. It didn't really work out because a city scene would be way too complicated to model for me. Also, I first envisioned a paused real time combat tactical gameplay, and even got it to work, but I realized that controlling just per character in a stealth setting felt really good (https://www.youtube.com/watch?v=RVEu2J5k88w) so I ditched the team tactical idea and focused on single character.
One day I had an epiphany, that why don't I just make a top down stalker? I had all the combat mechanics made already, and all it needed was a background story. Plus, it would be easy for me to model a rural russian setting since it didn't have to have a bunch of buildings to model. So by end of 2017 I had a full-feature demo released to the public (https://www.youtube.com/watch?v=uROEpiWRtlw)
Then my second kid was born, I was really busy taking care of the baby, and I also ran into a block with writing the story. So I did very little for the next two years, almost gonna abandon the project. Then COVID happened, I suddenly found myself no longer going to work or taking my older kid to school, so I decided to pick up the old project, simplified the scope, chopped up the big scene into small maps, and a year later I managed to complete it and release it. After that, it was just all about fixing the game according to player feedback and keep making DLCs
what textures would that be? this is a 3D game, if they require adjustments you should do it in the UV-mapping.