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S.T.A.L.K.E.R. Diary

by Maarten Goldstein, Feb 09, 2007 5:43am PST

S.T.A.L.K.E.R.: Combat evolved is a S.T.A.L.K.E.R.: Shadow of Chernobyl development diary on Computer & Video Games, focusing on the game's combat system.




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3 Threads | 4 Comments

  • As high structures, watch towers and so on are plentiful in the Zone, we enabled the player to climb ladders while still allowing them to use one-handed weapons (pistols, knives).

    REJOICE! I know I can climb a ladder while holding a knife (I've done it hundreds of times!), can you? Well finally we all can. I hate when games restrict obvious things like that.

    we decided to gift each character with virtual hearing and sight, and provide the player, accordingly, with detectors of his visibility and noise heard by other characters. As a result, a combat against NPCs would start only after they have truly spotted the player.

    One of my complaints about most any FPS game ever is that if you shoot an enemy, instantly everyone else in the vicinity knows exactly where you are. Not only do they KNOW but they instantly return fire on your position. It sucks, and reading this is exciting.

    The next step towards realism was implementing a system of bone hits - hits on arms, legs, torso, head will all deliver different level of damage. In relation to this, we added a system of wounds - health in the game became not only an indicator bar, but the player's blood - the heavier the wound, the more blood the player would lose. Injured characters in the game leave blood traces on the ground, only to make themselves even more susceptible to the enemies.

    Locational damage always has a special place in my heart. With these "bone hits", I wonder if you could paralyze a guy temporarily?

    This was a great read.