An aspiring game developer starting life as a humble modder, looking to build up a portfolio and break my way into the games industry.
Currently leading development of S.T.A.L.K.E.R: Wormwood.
We'll be releasing Wormwood as soon as it's done to a high level of quality, and suitably tested! No ETA yet :)
If you're bored then you can give Redux a go, why not! It will give you a bit of a taste of the main idea behind Wormwood :)
The photo is my own, taken in Autumn 2013, prior to the original iconic chimney being removed from the CNPP. I can't suggest enough a journey to the Exclusion Zone.
29 years ago today, the worst nuclear disaster in history occurred in Chernobyl, Ukraine. We can never forget the sacrifices of the Liquidators who saved millions of people from further destruction.
Just another reminder - we're still on the lookout for 3D artists interested in creating awesome content for STALKER.Please do get in contact if you'd like to help!
Thanks man, good luck to you too!
Not by a long shot! I've just posted a media update :)
Yeah, the updates will come much more regularly as soon as I'm done with Uni!
Exactly two weeks until my dissertation is finished and handed in - then it's just two exams and I'm done with university! Full steam ahead on Wormwood by the end of May!
Hey folks! I'm noticing a lot of new Likes on the Facebook page - the mod is not in development, but you can follow our work on the most exciting Call of Pripyat mod to date, here! Moddb.com
Can you guys please share your source code, especially for tools, for those of us also trying to achieve these effects? :)
Just a small update folks, exciting things are happening behind the scenes - still no updates for a few more weeks while real-life is still too busy, but rest assured things are progressing!
We're still on the lookout for 2D artists and 3D modelers, so get the word out!
You can auto-archive your own posts to skip the length moderation by ticking 'Do not display on the front page' :)
I'd like to know as well. It doesn't quite seem like SR's to me.
Wow, that's really impressive. How did you get it working? It's something I'm very interested in implementing as well.
As part of our A-Life overhaul for Stalkers in Wormwood, they will be able to camp out overnight at certain smart terrains if they're far from a base. This should make night-time raids more interesting as you'll come across Stalkers by the fire while out and about.
Along with this, we're in the process of creating special night-time squads that stay in-camp for the day, venturing out only at night.
Yes, mutant hunting is designed to be a thing. We're also creating specialised hunter NPC squads that go out at night to hunt larger mutants. Mutants have area-specific damage, yes. Thanks for the kind words!
Indeed they're not, but in the game files they're classified as such that's all :)
They can be almost any indoor location, including new ones, but we're trying to make certain places feel like proper mutant dens with appropriate props.
Bear in mind, this isn't an alteration of the mutant AI - purely their behaviour.
My overall aim for mutant behaviour is for a basis in realism, and improved interaction with Stalkers (and the player).
Mutants should alternate between searching for food/territory in the day, and hiding/resting in their lairs at night (reversed for certain mutants, as in the image). In vanilla, there was no real distinction in these behaviours for some reason.
What I've done is separate smart terrains into mutant territories, and mutant lairs.
Territories are usually outside, and often places that Stalkers will camp during the day, or search for artifacts.
Lairs are almost always inside buildings, sheds, or underground - Stalkers can sometimes camp at these locations overnight if they are too far from a proper 'base', but more information about Stalker behaviours in Part Two!
Overall, these changes should make for more realistic mutant behaviour with certain mutants hiding indoors in the day and coming out at night to hunt, with others doing the reverse.
Watch out when you venture down into that basement in the middle of the day, there may well be a bloodsucker waiting for night-time down there!
We're completely overhauling A-Life ourselves, and the first part of this will be talked about slightly in this weekend's media release :)
We're planning 1x1 for small mags, 2x1 for large mags.
Well this is why we're asking for feedback, none of this is set in stone.
These are all candidates of how to represent a single type of special ammo. Each type would be distinct from one another, i.e. a red tape across the magazine for HP ammo compared to blue tape for AP.
You will need to find, scavenge or buy empty mags.
No mag tossing.
The rest of the stuff we'll have more info on at a point in the future :)
We're still working on our mag system implementation, we'll have more info in the future on how the amount of rounds in the mag is displayed!
We'll be conducting a closed beta period before release, but likely nothing open.
The right one is vanilla :P