Noting our absence on this site for the past month, we would like to remind everyone that we've been engulfed in development, and have neglected to post updates, partially because we want our presence to be impacting and whatnot. Many events have occurred within a month. We've lost members, and accepted new ones. We've cut plans, and added new ones. We've made a myriad of changes to the existing changes we'd already made regarding balance, and began work to rebalanced aspects untouched previously. Countless graphical tweaks regarding lighting have taken place, animating proper animations for weapons has begun production, and so much more I couldn't even begin to list.
As many of you are fully aware, we've been working our hardest to make L.U.R.K. the most visually advanced, and atmospheric S.T.A.L.K.E.R. experience to date, and those of you who had the patience to read my elaborated plans can fully understand the level of depth and attention to detail that's been paid to the weather functions of L.U.R.K.. Weather, and subsequently how the AI perceives light, plays an integral role into the new dynamic weather system. Laborious efforts have been placed towards meticulously building our weather system to look, act, and feel stunning and stream fluidly with the brand new AI structure. This next video will try to briefly demonstrate the look and feel we want to accomplish. The video consists of time-lapsed in-game clips. Note that the video should be viewed on Youtube for the best visual quality, please comment and rate, and subscribe if you support our project:
Despite that, it's the little things that culminate into the greater good. That's why we feel it's important to give our project personality. We've endeavored to recreate the menu system to a more atmospheric, and less clunky and convoluted system. Images posted will represent some of our promotional work, as well as pending menu's, which will include animations if they make the cut:
As most are well aware, we consistently tout L.U.R.K. as the most visually advance iteration of Shadow of Chernobyl. This is important, considering L.U.R.K.'s goal is to be as objective as possible in it's improvements, that's why every hour should be visually representative of the quality we try to create. Consistency is extremely important to us, and we believe we've managed to take it to another level. Creating bleak, yet beautiful landscapes:
Many are aware of the enveloping atmosphere created in S.T.A.L.K.E.R., but visual landscapes aren't the only thing that are required to create such an effect. Our labors regarding visuals are equally spent on creating a smooth homeostasis between realism, balance, and curve. Differing views amongst our team have led to team-members leaving, and subsequently joining. However most are aware that sacrifices need to be made in order to create a fun and rewarding experience. L.U.R.K. is not a derivative of any other gameplay experience you've played thus far, touting ground up restructuring of weapons, ballistics, enemy difficulty, economy, and so much more, revolving around our most important addition, stealth AI.
It should be obvious that the ability to sneak, and subsequently flank creates a myriad of options and changes to the pre-existing vanilla game balance. Meticulous effort has been put forth towards balancing the gameplay experience during the night, as opposed to the day. While it's important that too much regarding the game not be disclosed, I'll just leave it to your trust to understand the level of effort and discretion put forth towards the gameplay.
The development of L.U.R.K. has risen far from humble beginnings, starting as a mere compilation project consisting of only myself, Holden McClure, it took new heights as steps were made towards new implementations, and adopting new members from 4chan. Although as you may well be aware, the 4chan community is historically unmotivated, and unfortunately we've lost contact with an important asset to our team. However since then, we've recouped our losses and have regained our footing towards a smooth release. However we're holding our tongues for future plans, for fear we will disappoint if they don't make the cut.
Since our last news update wasn't front-paged due to poor formatting, I'm reposting it again in hopes that it'll recieve the attention it deserves, regardless of how well it's faired despite it not being showcased: