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. Call of Pripyat: Redux.
Upgrades are disabled in v1.0 as they were severely unbalanced with the way suits and weapons were rebalanced. They'll be back all new and totally balanced in v2.0!
Well, I don't know about 'more moderate'. I can't comment on Misery 2.0 obviously, but compared to Misery v1.0 I feel that Redux 2.0 will be 'fairer', not necessarily easier. Redux is definitely for the hardcore crowd, but in the way that it doesn't make you feel like you were cheated every time you die. If you die, you'll be able to know why that was and it was a mistake you made. We'll probably be integrating Absolute Textures, and AtmosFear 3 is already integrated. Thanks for your kind words!
Yes, we're focusing a lot on NPCs and A-Life in v2.0. If you go through our images you'll see some of the ways we're doing this, like expanding the available gameplay areas to accommodate new and more varied/interesting combat with NPCs, and making the world feel more 'alive' with roaming NPCs like Monolith, Duty/Freedom, Mercs and Ecologists on all the levels. That, as well as more smart terrains and better-scripted a-life!
Thanks :) If you click 'watch' over on the right hand sidebar, you can get a notification each time we release an update :)
Love the guy in the tower on the left. Also reppin' Mercs 4 lyfe.
Absolutely /loving/ the vegetation, this is exactly how the Zone should be. Brilliant work gents.
What's your logic? I'm working with SR logic every day now so I'm getting fairly adept at it, if you send it over I'll take a look :)
Cool article :) You should format all your images for the web-page!
Gorgeous. My favourite weapon <3
Also regarding the wording, we spent a lot of time trying to get it right. Duty suits are exactly as said, tough but cumbersome. Protective and durable, but heavy.
No info yet buddy, sorry!
That's the idea! We'll be tweaking the detection range carefully as well.
Haha, oh that was a totally original idea ;)
Plus unique and modified versions! :)
Kickasskyle did the image for us, as said in the sidebar ;)
Yeah, we're very happy to bring back upgrades better than ever!
I'd like to thank Etcetera and Kickasskyle for their hard work recently - this wouldn't have been possible without you guys!
When it's ready, is the eternal answer. Redux is proud to be a polished mod, so we'll only release when it's done. Progress is good though, don't worry.
Yeah but it's still easily within deadly range for a single spray I'd say, and those guys in trackies took more than one shot too. Just a little niggle that's all!
Looks nice! Only things I don't fancy are the crosshair, the large amount of damage NPCs need to take to die and the dubstep ;)
Screenshots of new items/food, you mean?
Cheers mate. Yeah I did this bit. That would be really helpful, I'll shoot you a PM!
Of course, I just posted a new screenshot...
Well, that's up to you ;)
Great tutorial mate, well done. Concise but explanatory and great pictures. Awesome!
Happy birthday mate! :)
That's great guys! How did you go about getting that great rain effect working so well?
I understand your points, but eventually the entire plant will be expanded and open for exploring - for instance, the factory building in the background of this shot. Opening up this area adds more space for gameplay, and will make sense since you'll be able to access buildings using it :)
EXACTLY. Jesus GSC, it really wasn't hard to flesh out the extra area, just laziness there...
We really need new modellers still, which is definitely slowing us down unfortunately :/ We're doing our best though :)