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S.T.A.L.K.E.R. Priprema Se Za Izlazak.

  • Začetnik teme AD33MA
  • Datum pokretanja
Meni nije jasno u čemu je problem sa grafikom. Grafika je praktično odavno postala dovoljno dobra da u principu nije toliko ni bitna kada je reč o igri u kojoj nije sve u grafici, pod uslovom da se to koliko toliko iole pristojno odradi. Šta mene briga kad je jedna ovakva igra u pitanju da li će ona grafički biti na nivou Far Cry, da li će počistiti Source ili D3 endžin i slično. Ovde je gejmplej sasvim drugačiji i fokus je na nekim drugim elementima.
 
filipenko je napisao(la):
Meni nije jasno u čemu je problem sa grafikom. Grafika je praktično odavno postala dovoljno dobra da u principu nije toliko ni bitna kada je reč o igri u kojoj nije sve u grafici, pod uslovom da se to koliko toliko iole pristojno odradi. Šta mene briga kad je jedna ovakva igra u pitanju da li će ona grafički biti na nivou Far Cry, da li će počistiti Source ili D3 endžin i slično. Ovde je gejmplej sasvim drugačiji i fokus je na nekim drugim elementima.

^^
word!
 
@.:GoRaNStEin:.

Dobro sam ja upoznat sa situacijom oko igre, no nekad nešto i promakne. Donosim zaključke na osnovu onoga što sam vidio u trejlerima i što su rekli ljudi koji rade na igri.
Stav razvojnog tima je ovakav:
S.T.A.L.K.E.R. has been in production for a long time. Will make it 5 years overall. On S.T.A.L.K.E.R. we made every possible mistake one could make. Every possible fault to do was done. This is why we are not fuming to see indignant threads on forums – we’re to blame after all. Once the project is done we could release a book ‘The ways you don’t want to make your games’. Why so long and what are the reasons? The most correct answer would be – it is very big and complex. 5 years ago nobody on the team had experience to create a project of such level, and “experience is a son of tough mistakes” as the saying goes. After all, however, we are on the finishing line. We want to release S.T.A.L.K.E.R. in a way to bring you fun and justify the long wait. Thanks to everyone genuinely supporting the project. We love S.T.A.L.K.E.R. It’s our child. A problem child . And you will meet it soon.

Olegov stav:
FiringSquad: Finally, do you feel that STALKER will be worth the many years that gamers have had to wait for its release?

Oleg V. Yavorsky: Absolutely three times yes!

Valjda nas neće slagati?
 
Ukratko o igri.

[PCG] To what extent is the game's world divided into 'levels'? Will we notice when we move between loading areas (like in Oblivion)? Or are these areas geographically divided by bridges, tunnels, etc.? Will quests/missions cross areas? Having a big area to run around in sounds cool, but can you explain /why/ it's cool? Why's it so important?

The game world consists of locations-levels, the average size of one location is 1x1 km, and all the levels are combined into one global map. When the player goes to another level, the entire level is being loaded. Level changing spots are implemented as the roads, tunnels, bridges etc.

Accomplishment points of some missions are distributed among multiple levels. While the player is fulfilling this task, he can digress to local minor ones.

In the beginning the player is limited in his movement throughout the Zone over the lack of special equipment, which can afterwards be bought for the money earned.

Large areas produce an impression from the game world, not from the set of small location-corridors. As mentioned before, the game levels will contain obligatory storyline tasks, fulfilling which makes the player move from point to point, from task to task. If you want to play only through the plot line - that's okay. You can do it. At that you won't visit 60% of the game's territory. But if you'd want to dig deeper and go in for exploration or accomplishing random tasks - the game also may give you this possibility. Large areas also enable going through the scenes in different ways - you can either try to attack from different s

[PCG] How long does the day/night cycle last? How long is 24 hours in game time? What impact does the day and night cycle have on the player? Can you explain how the day and night cycle forces players to improvise/adapt their gameplay?

The time in the game goes 10 times faster than normal time. 24 hours in the game come practically to 2,5 hours of the real time. The day and night cycle influence on several points of the game. For example, all stalkers see worse at night, which is natural. But the majority of beast sees perfectly at night. Also, night is the time for some monsters to get out to the surface, while they prefer to spend daytime in their dens and underground vaults. On the other hand several artifacts can be seen only at night. Whether to compromise the risk of nocturnal journey or to wait the night is over in the protected nook - is up to player's decision.

[PCG] The nearest competitor to Stalker seems to be Elder Scrolls: Oblivion. Do you think it's fair to compare the two games? Have you learnt anything from playing Oblivion?

Oblivion is a great game, somewhat similar to S.T.A.L.K.E.R., we even had a title "Oblivion Lost" once, but we've decided to replace it. Perhaps it would be pretty amusing to leave it. A large world, freedom, life simulation, the similarity is more than enough. But, in fact, these games are very different, slightly alike, yet very differing. Oblivion is a leisurely role-playing game, while we have a survival shooter with role-playing elements, high-strung atmosphere and very high events dynamics. These games have a different scope of the world and different ration of the plot- and free-play, so it will be at least useless to compare them.

[PCG] Tell us more about the reactive AI. On what basis do monsters and humans make their decisions about you? If you're carrying lots of weapons, are they less likely to attack you? If you're wounded? If you're moving slowly? Can you talk us through a monster's decision tree?

In the decision making block we use two models - FSM (finite state machine) used by monsters, and planning of actions by human characters. As FSM is a rather common used model of decision-making in gaming, we'll review rarer planning model, which analogue was used in F.E.A.R.

In order to demonstrate the process of decision-making, we can take the training situation, when two humans have a goal to survive and a have a knife placed between them. Each of the bots reflects nearly like that: I have to survive, but I see the enemies So I have to get rid of them, but I don't have weapons So I can flee, but this is a very hard action So I can try to kill the opponent, but I don't have weapons I see a weapon lying on the ground and I can reach it I have to reach it So there is a certain order of actions built, with the first action "run to the object - knife". After one of the NPCs grabs a knife, another will have no variants to kill him and will run in panic. The first one in his part will follow the one running away.

We can take a situation when three humans with weapons see two enemies - a beast and another human with a weapon. Using the function of evaluating the degree of enemy's danger, threesome will divide in two parts - two of them will deal with the human with the gun, and one with weaker monster (considering the fact, that it can be dangerous only in close combat). The battle starts, humans break up to seek for covers, and a monster, depending on the level of aggression, internal state and available information (whether he knows about all battle participants or not) either flees or strikes.

[PCG] Was it simply one aspect of the game that caused a lot of trouble to balance - the blowouts, the AI? What was the problem, and what have you done to fix it?

It's hard to pick out a specific feature. The complexity for us is in the necessity to build up a large amount of features, which will therefore compile into an integral game play. Truly great AI was a particularly difficult task. As we have not only combat AI, which is responsible for "action" part, but a global AI as well - this is a simulation of life that ensures the life of all living creatures in the Zone and the events. We were striving for a qualitative step forward as opposed to scripted AI, and we achieved it. Even a standard "action" scene can be played differently and can be tried different tactics over - AI will always act with accordance to your actions.

We spend most of our efforts on AI, and hopefully the players will appreciate the result.
 
Poslednja izmena:
Pojavio se trejler, na nemackom doduse, a igra je najavljena za Mart 2007.
 
Ruje su napravili prvo DX7 i OpenGL renderpath da bi potom (zbog nekog odlaganja) napisali DX9 renderpath (ali je dataset za DX7 ostao isti) (izvor je NV GPU Gems 2). Novina je da su se odlucili za deferred shading tehniku koja omogucava upotrebu velikog broja dinamickih izvora svetla sa senkama i specular highlightingom. Ovaj nacin renderinga se odlicno slaze sa HDR-om ali na neciju zalost ne radi u MSAA modovima (mene bas briga za AA). Imace neki edge-blur filter pa ce da zamazu nazubljene ivice. IQ je za generaciju ispred u odnosu na standardni nacin renderinga. Naravno.. ovo povecava hw zahevnost igre ali verujem da su zadrzali stare codepathove i da ce igra raditi i na DX7 karticama.

Sto se gameplay-a tice, tu nemam sta da kazem jer neznam puno. Autori su obecali 120km2 oko Chernobila i reallife. To bi valjda vodilo ka nelinearnosti igre ali isto tako je tesko izbalansirati gameplay. Nemogu da verujem da su spiskali tolike godine u gameplay. To ce ili postaviti nove standarde za gameplay ili ce ih potpuno sahraniti.

Meni ne izgleda lose....
http://video.google.com/videoplay?docid=4109215302504608839&q=crysis


Dobro si rekao. Ili ce da ih sahrani ili ce da odlete u nebesa.
Znaci, ovo je igra po ivici. Ovo dok ne izadje, nema sta da diskutujemo.
Samo trosimo uludo vreme, jer nemamo igru instaliranu.
 
Stalker!

Ako ce da lici na Oblivion onda super!
 
kolko su odlagali kolko god dobra da bude recicu ocekivao sam vise :D
 
Ovaj put je izgleda za ozbiljno!?
You can rely on the fact that the release date will be the 16th of March, indeed. As THQ Executive Producer Dean Sharpe, who is currently involved in the production at GSC Game World's in Kiev, already said, there will be no further delays.
For those who still believe in a residual risk: Anton Bolshakov, project-leader of S.T.A.L.K.E.R., will hand over his car to the community in that case.
 
ja cu je igrat ma kakva ispala na kraju igra. samo da vise izadje
 
da nam treba njegov auto odavno bi mu ga uzeli :d

PS. mart...uff..ko ce docekati..daelko je to :p
 
Pa?!? Tada izlazi i Resident Evli 4 za PC, bice dobrih igrica u sledecoj godini!
 
... i dooosta RAM-a :D
 
nadam se da je odlazu i ne izbacuju zato sto je optimizuju, u suprotnom nece nam ni 8800gtx ni 4GB rama pomoci :p
 
kako se downloduje sa tog sajta ? blenem vec 15 min i nisam nigde video get/download/grab niti slicno, gore mi nedostaje neki flash content, kaze da nemam flash player 8, sto je istina, imam flash plejer 9 .... da nije nesto u tom prozoru ?
 
Da upravo u tom :)
 
provalio sam...gledao sam sa IE6 na kraju, opera nece iz nekog razloga to da otvori iako mi youtube i svi ostali flash i shockwave contenti rade bez problema
 
Poslednja izmena:
hm, a na istom sajtu i trailer za Far Cry vengeance za Wii...
Mnogo ga gnjave sa PC sequelom :p
 
Meni napucavanje deluje sasvim ok. I nemoj da imaš loš predosećaj što se tiče gameplay-a, pošto se tu očekuje najviše. Tu bi trebalo da očekujemo revoluciju... ako je ne bude, onda džaba sva odlaganja radi malo šminke. Što se zvuka tiče, ko zna. Mislim da tu dosta bitnu ulogu igra i budžet. Animacija lica je jedino što sam spazio kao očigledno loše odrađenu stvar, ali ipak se ne očekuje previše dijaloga u igri...
 
pa revolucije sigurno nece biti, mislim ako niste pratili izbacheno je 80% featursa koji su igru trebale da chine inovativnom
 
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