Guys,
Here's our new video of a questtaking place on one of the underground levels which is yet to be announced. The whole cutscene has been originally created for tests only, but appeared to be good enough to make it to public :)
Consider it as a showcase of what you may generally wait for in ISOTD3.
Cheers!
Creepy, I like it
Nice example. I like your work as always, the visual aspect, light and sounds...
About this scene, you use a teleport to move the player, isn't it?
So, the player can not go back. Is it a choice related to the quest? Or is it related to animation of this door?
If it's a choice for gameplay (scripted scenes, storyline, quests...), do you have a lot of "point of no return" in ISOTD3? In underground leves? In exterior levels?
Not a critic, just curiosity. I love open world aspect in Stalker, as i love corridor in Metro, all is related to the quality of the story and scripts.
Hi.
Nope, it isn't "no return": you can go back in the same way. Basically, it's kayfabe the same red germo door (you can hear the sound of it opening/closing in the video). Practically it isn't the exact same door (the level has two separate parts), but I don't see it as a problem.
Also, you need to use the access card to go through the door each time.
Hello,
Thanks for explanation.
I hear sounds for opening/closing, it's very good. This is why I thought this way is close.
So, it's perfect. No "no return", a good door system with keycard+switch, immersive sounds, and without the hard work of modelling & animation.
You choose the good way to do it. Sorry for my lack of understanding.
Oh, never mind :)
By the way, even though it's not "no return", there will be some temporary restrictions according to the plot.
Also, these are all vanilla sounds and objects, apart from ambient.
I'm not sure how you did. Use a space restrictor with script who teleport the player, or spawn a zone "teleport".
I think you're the first team to create something like this to simulate a door, I like the concept.
Ofc, this is not really hard to do but nobody thought to simulate it.
Use the a section base on [zone_teleport], replace anom sounds by door ones, delete/replace particles..., edit times...
I was thinking about your concept, it could be a good way to open the access to the top of buildings without redo all the geometry, without the hard work of insides creation, stairs & floors...
Just design and place a door on top of building, and spawn two teleport like this.
It's a quick way who open new places for sniper.
It's a function launched from switcher logic:
%=teleport_actor(walk_point:look_point)%
Nice atmospheric i wish you good luck.
This is a great addition to the game. I always wanted to add blinking lights in x-18....
The more scary it is the better gameplay !
Stalker needs something like this, like more creepy scenes