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Hva blir spesielt med S.T.A.L.K.E.R ?


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Grafikken er utrulig bra, AI'en er veldig bra, f.eks: VIss du kjem bort til ein fyr med ein kniv i handa, vil ha begynne å skyte på deg med ein gong, viss du kjem med eit kraftig våpen vil han stikke for han blir så redd!

lol? "veldig bra ai" =)

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Da kan du umulig ha sett godt etter...Grafikken ser i mine øyne svært så bra ut..

Likevel er det storyen og mange av de nye ideene i spillet som virkelig tiltaler meg.

Blir det som folka GSC vil ha det, og sier at det skal bli, så kommer dette neppe til å bli et vanlig fps.

 

Syntes du skal gi denne linken en liten sjanse http://www.gamespot.com/pc/action/stalker/...ew_6092507.html

Er litt mer utfyllende info om alt fra story til hvordan AI`n er osv..

Sjekk linkene i "Recent updates" for filmer og annen info.

 

Kom just tilbake fra frankrike, og 9 av 10 spillblader hadde dette spillet på forsiden.. Alt var naturligvis på fransk :cry: så jeg fikk ikke med meg stort annet enn bildene.

 

edit: leifs

Endret av Gorthaur
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du spørte jo akkurat det samme spm i ein anna tråd om stalker for bare 5 dager sidan. då fekk du jo mange svært gode svar.

 

http://forum.gamer.no/index.php?showtopic=226567&hl=

Jo, men ble litt offtopic da.

det er greit, men du fekk jo svar på det du ville vite.

 

 

gameplay

 

The player travels over immense world of the Zone, its all locations joined into one global map. He can choose any route and will not be limited in his traversing the Zone. The player will be offered free exploration full of generated and scenario-imposed tasks, participation in the eerie events of a murky world.

 

The player will become a stalker, a guy who earns money from shoveling embers out of infernal oven of Chernobyl Zone. Returning from the radioactivity-blazing Zone, he will sell anomalous formations to underground dealers and scientists in research camps on the Zone border.

 

With the money procured, the player will purchase equipment, weapons and protective suits allowing him to reach previously inaccessible areas.

 

This is a role-playing game without growing experience of your character, without changing characteristics and levels. We want the player to develop his real mastery, moreover Stalker is an action/RPG game and much depends on his ability to fight. Changing characteristics, levels and player's experience, to our mind, would destroy the realism we try to create. As far as the rest is concerned, this is almost a normal PRG game where players travel the Zone, collect artifacts, weapons, reveal anomalous zones, communicate and trade with NPCs etc.

 

Artificial Intelligence

 

We see AI in our game as a system of realistic character behaviour. Game characters live in a world the player can only drop into, they have their own joys and sorrows. We thoroughly work out artificial intelligence for the player never to feel artificiality of the happening. This principle basically refers to our approach in general, and not only to efforts on AI. We work out all the possible actions of the player and prepare natural reaction of characters to them. As character would react in life, so as he should react in the game. If the player attacks and kills one of the guards, the rest will go to seek hiding, radio their headquarters, and won't stand still, or what's worse, run out towards the player.

 

Communication with NPCs

 

The Player's communication with the game characters will serve an essential part of the gameplay. By means of communication the player will find out important information, acquire tasks, trade or make deals to accomplish a task co-operatively. Apart from humans, the player will also be able to communicate with sapient mutant creatures. Talks with NPCs will in no way interrupt the game. If the player says something and distances from the character, the latter may re-ask or complain he cannot hear the player well. Thus, for instance, you will be able to communicate with a teammate sitting in an ambush and watching the enemy movements or attack your interlocutor. Additionally, the talk can be broken off at any moment, and interlocutor's verbiage can be interrupted with a next question.

 

The game will be strongly influenced by communication and NPCs' attitude towards the player. For example, under a bad attitude, trader will refuse to trade or will charge an exorbitant price, and stalkers will open fire as soon as they recognise the player.

 

Trade

 

Trade will be realistic, as you are given a chance to purchase, exchange or sell everything: ammunition, equipment or artifacts. You can trade with the army, traders, stalkers and scientists. To give you an idea how this will look in the game: the player comes across with a veteran stalker in the Zone, they greet each other, agree to remove weapons, then come closer to each other and start trading. They exchange phrases through communication system. Soviet roubles will be the game currency.

 

http://oblivionlost.deloo.de/en/index.php?site=gameplay.php

 

Anton Bolshakov, GSC Game World: "The visions of technology of graphics chip designers and game developers must coincide. For example, the architecture of NV30-38 graphics cards was designed with consideration of the technologies of DOOM 3. The NV40-48 generation is designed with consideration of the technologies of the DX9 render of our S.T.A.L.K.E.R."

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Dette er STALKER:

 

Forstill deg selv at du er alene på et område av 20 kvadratkm, og du har mange fiender rundt deg. Til din diposisjon har du kjøretøy, inkl. vanlige biler (tøft!), mange våpen, osv.

 

I tillegg er det et radioaktivt område, du må være forsiktig.

 

Om du vil kan du bare kjøre deg en tur, om du vil drepe fiender, gjør du det.

 

Ser ikke det du ser, mener at dette blir et av de beste spillene i 2004. Det vil klart overgå Far Cry. :yes:

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Dette er STALKER:

 

Forstill deg selv at du er alene på et område av 20 kvadratkm, og du har mange fiender rundt deg. Til din diposisjon har du kjøretøy, inkl. vanlige biler (tøft!), mange våpen, osv.

 

I tillegg er det et radioaktivt område, du må være forsiktig.

 

Om du vil kan du bare kjøre deg en tur, om du vil drepe fiender, gjør du det.

 

Ser ikke det du ser, mener at dette blir et av de beste spillene i 2004. Det vil klart overgå Far Cry. :yes:

Vil det bli spesielle oppgrag da?

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det er jo bare å gå på hjemmesiden å lese om hva spillet går ut på. det finnes en haug med intervjuer på nett også.

 

det er et 30 kvadratkm stort område rundt tjernobyl, ikke 20 :D

 

sjekk ut verden du skal spille i her, over 60% av området er en rekreasjon av det virkelige området deriblant spøkelsesbyen, pripjat, tjernobyl og den røde skogen. alle byggninger med kjellere osv kan utforskes.

 

http://www.angelfire.com/extreme4/kiddofspeed/

 

masse bilder og spennende tekst

 

ja det vil blir spesielle oppdrag. man kan bruke opptil 100 timer på å runde spillet. 8 eller fler forskjellige slutter som er avhengige av hva du har gjort.

 

ikke så bra grafikk? noe galt med synet ditt kanskje?

 

http://www.gamespot.com/pc/action/stalker/...507.html?page=1

 

de aller fleste bildene der ute og videoene er fra pre alpha stadiet, i tillegg er de fra dx8 rendereren av xray motoren.

Endret av cock hammer
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The whole world living its own life:

 

Man-made calamity, corrupt nature, psychological and physical threats, anomalies, odd deadly phenomena, mutated creatures, stalkers, military cordons, scientific camps.

Vast territory of the Zone.

Absolute freedom of movement with imperceptible level loading.

Dynamic day-night switching system

Dynamic weather effects as rain, wind, fog, etc.

Generation of events, tasks, artifacts

Anomalous energy blowouts, peaks of anomalous activity, migrating anomalies.

Anomalous areas

 

Unique creatures and characters:

 

Unique abilities of creatures as group intellect, telepathy, telekinesis etc.

Behaviour and life simulation for creatures and characters.

Characters and creatures move around under control of global intellect.

Impressive script.

Non-linear storyline.

Several endings of the game.

Events happening regardless of the player's actions.

Game time system

Equipment

over 30 types of weapons

Unique weapons and their influence on enemy.

Weapon upgrades.

Devices and protective suits.

Trade in weapons, artifacts and equipment.

 

Engine:

 

300.000 - 3.000.000 polygons per frame

Dynamic shadows and lighting

Characters are correctly shaded by objects

Powerful physics engine, i.e controlling vehicles, detailing objects, bullet ballistics, skeleton animation, etc.

Realistic AI, i.e characters' behaviour is adequate to environment and events happening around. Soldiers patrol the Zone perimeter. Stalkers travel the Zone independently of the player collecting anomalous formations, trading, communicating and fighting. Mutants increase their population, migrate in Zone, eliminating stalkers, soldiers and each other.

Motion capture animation

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