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Game Details
S.T.A.L.K.E.R.: Shadow of Chernobyl
Available on :
Pc
Developed by :
Published by :
Genre :
First Person Shooter
Description
In Chernobyl, the eruption takes place for a second time. The explosion causes a high radiation in the region around Chernobyl and changes most of the survivors into monsters. To prevent their spreading, the stalker takes action. Equipped with ...
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01-13-07 More screens from S.T.A.L.K.E.R.
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News
What's the status on S.T.A.L.K.E.R.?
Fansite Oblivion-Lost has received a short status report from Andrew Prokhorov, Project Lead/Lead Designer at GSC, on the development of the open-ended fps S.T.A.L.K.E.R.: Shadow of Chernobyl.
Furthermore he describes what has been done already, like the core gameplay, but that they still need to flesh out stuff like accessibility and balancing. The part on the AI isn't that new but still, here is a grab:
Well, I don't mind that they take their time for it, the last thing we need is another unfinished Boiling Point, right?
Where do we stand?
As of today we are working on the game’s storyline. After conclusively play-testing the first version, we came to the conclusion that the result was below-par and didn’t live up to our own expectations and high standards. As a result we undertook a broad review of the story and key design areas of the game, looking particularly at the interaction of the plot with the life simulation.
Once key areas were identified we were able to work on filling out the content of the game world and being the process of polishing and balancing. At the same time, we are working hard to refine the AI, life simulation, the PDA interactivity, bug fixing and optimising the game to run on lower-spec machines. The ‘eye candy’ is also getting a major overhaul…
As of today we are working on the game’s storyline. After conclusively play-testing the first version, we came to the conclusion that the result was below-par and didn’t live up to our own expectations and high standards. As a result we undertook a broad review of the story and key design areas of the game, looking particularly at the interaction of the plot with the life simulation.
Once key areas were identified we were able to work on filling out the content of the game world and being the process of polishing and balancing. At the same time, we are working hard to refine the AI, life simulation, the PDA interactivity, bug fixing and optimising the game to run on lower-spec machines. The ‘eye candy’ is also getting a major overhaul…
Furthermore he describes what has been done already, like the core gameplay, but that they still need to flesh out stuff like accessibility and balancing. The part on the AI isn't that new but still, here is a grab:
We have also continued to work on the AI in the game and we’re particularly happy with the way our stalkers react to one another and to other stalkers; while they’re certainly challenging to attack, they don’t actually ‘cheat’, but react according to their situation and make decisions depending on the player’s actions. Once you understand that the underlying AI reflects true-life situations then the combat becomes all the more engaging, realising that a simple mistake could be the end of you brings a real intensity to the action! We have also been working hard to make sure that the life of the other AI stalkers in the game is just as engaging as your own; they talk, tell jokes, drink, sleep, etc.
Well, I don't mind that they take their time for it, the last thing we need is another unfinished Boiling Point, right?
In other news:






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