I'm MarteenDee and I joined the team recently.
My experience isn't huge - but I have extensive knowledge about game mechanics in .ltx files and basic knowledge about LUA scripting. I'm also proficient in using Photoshop, Maya and Blender as my everyday job is freelance graphic designer.
Some of you might know me from GSC forums as I was active there for some time about two years ago and involved in development of few global mods: Oblivion Lost, Rebalanced and my own unfinished project Chernobyl:Torment.
Things I want to address in my contributions for L.U.R.K. are basically grouped into two main streams of activity:
- work on HUD effects which would let to get rid of any "unnatural" gameplay elements like icons, bars and numbers on the HUD - to improve immersion;
- think and include gameplay tweaks and ways to increase realism without loosing any balance and staying in overall internal consistence of the game world. I am both huge fan of internally consistent worlds and "realism junkie" so these are my priorities in development of any game or game modification.
I've already done few tweaks considering HUD and first steps are done towards removal of such HUD elements like health and stamina bar, hit indicator, new post process effects for hit and monster attack.
Next issue would be to move ammo count to inventory screen instead of main HUD and removal of all informative icons from right side of the screen and to changer them into some more immersing elements.
Early alpha is already in testing and I can include link for it if needed.
Second part of making L.U.R.K. more realistic would be to change the way how mod handles economy and specifically - armours.
As it is now (I'm playing RC 1.0552) armours found in the world are changed into bandit jackets and only higher grade armours are to be bought from traders.
I think it's tad wrong as I would like to see possibility of finding every type of armour which enemies may wear on every stage of difficulty. To prevent economy from turning into total mess and to keep the need of earning money for upgrades I'm proposing that all armours found in game (from corpses, in stashes or from quests) would be heavily damaged (not more than 20% of lifespan left), wear faster (not as fast as in vanilla though) and repair prices rise to the level where finding broken armour and repairing it would have similar costs like buying the new one.
That can spawn two important types of player behaviour - first would be to carefully plan his steps in future ventures and less likely to be engaged in pointless combat. Secondly - to come back more often to central points of the game world for repairs and restock instead of being many days in the wild.
I would gladly hear opinions of other team members about this issue and any other ideas considering overall realism of the game world. Thank you for your attention.
May The Zone Be With You!