cob
Кроткий лев | Редактировать | Профиль | Сообщение | Цитировать | Сообщить модератору "Андрей Прохоров, руководитель проекта и ведущий дизайнер S.T.A.L.K.E.R. объясняет текущую ситуацию фанам, которые жалуются на месяцы молчания разработчиков На чём мы остановились? Сейчас мы работаем над сюжетной линией (?!). После тестирования первой версии игры (RC1 ? ) мы пришли к выводу, что результат низок и не соответствует нашим ожиданиям и высоким стандартам. В итоге мы пересмотрели сюжетную нить, обращая особое внимание на взаимодействие "симуляции жизни" и местности (?). Когда ключевые моменты будут определены мы продолжим работу над заполнением игрового мира и над шлифовкой баланса. В то же время мы серьёзно работаем над "обогащением" AI , "симуляцией жизни" и над оптимизацией игры для работы на слабых машинах, а также над устранением ошибок. Графика также подвергнется большой ревизии." Дальше можно не переводить ... С таким раскладом действительно непонятно когда выйдет игра .. Шлифовать и искать ключевые моменты можно .. долго Оригинал: "Through Oblivion-Lost.com Andrew Prokhorov, project lead and lead designer of S.T.A.L.K.E.R.: Shadow of Chernobyl, explains the current situation of the project to the fans who had been complaining to hear from the developers for months. Where do we stand? As of today we are working on the games storyline. After conclusively play-testing the first version, we came to the conclusion that the result was below-par and didnt 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… What has been achieved to-date and what remains to be done? Now that the game components have been put together we are pleased to be able to say that we have some thrilling gameplay – the key thing! Once we acknowledged that the project was going to deliver a first person title quite unlike any other, we were able to look towards refining and balancing the gameplay. On top of that we are continuing to receive great support and feedback from our Publisher, and weve been able to use their extensive knowledge and familiarity with the market to ensure that we have a truly unique and compelling gameplay experience. The game itself is different from anything else out there, in particularly the life simulation and open-world gameplay mechanics. This has proven to be very time-consuming to polish and debug – a major headache for us! We especially wanted newbies to be able to pick up and play the game, meaning that accessibility became paramount in the design. While we have been able to retain the depth and feel of the game, we feel that by making maximum use of the in-game PDA, we will be able to ensure that at no point do people feel that they are lost or directionless. We have also continued to work on the AI in the game and were particularly happy with the way our stalkers react to one another and to other stalkers; while theyre certainly challenging to attack, they dont actually ‘cheat, but react according to their situation and make decisions depending on the players 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. The community has been particularly useful in this context; fans have contributed to all the jokes and stories that the stalkers tell while relaxing around a campfire. Andrew Prokhorov Project Lead/Lead Designer S.T.A.L.K.E.R.: Shadow of Chernobyl" ---
---------- Живи сам и давай жить другим. |
| Всего записей: 2944 | Зарегистр. 07-12-2001 | Отправлено: 14:31 17-09-2005 | Исправлено: cob, 14:33 17-09-2005 |
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