S.T.A.L.K.E.R. Build 1935 - by clearing
Koki on 6/3/2009 at 08:34
Quote Posted by steo
Oh shit, yeah sorry koki, you're right. I need to stop forgetting that you're omniscient, unlike the rest of us.
Check out this amazing site, (
www.google.com), and become omniscient yourself!
Quote Posted by 242
I'd like to know that too.
90% of all games ever released were made in under two years time. Are you fucking serious? Or do you just grossly overestimate how complicated STALKER is?
@New Horizon: Your post is so blindly fanboyish that it's almost painful to read. Yes, GSC didn't pull off it great plan, thank you for stating the obvious, that's actually what I'm talking about ITT. And yes, the world is cruel and unforgiving enough to treat failures as failures. Woe on us. Also, I really hope that by "advanced AI" you do not mean alife, because [If player enters map; check if there are any M at X; if yes, do nothing; if no, spawn M at X] I could probably code myself.
242 on 6/3/2009 at 08:49
Quote Posted by Koki
90% of all games ever released were made in under two years time. Are you fucking serious? Or do you just grossly overestimate how complicated STALKER is?
I don't care, I just enjoyed Stalker more than 90% of the games released in the past 10 years or so, actually more than 95-99%.
Ombrenuit on 6/3/2009 at 09:40
Quote Posted by Koki
90% of all games ever released were made in under two years time. Are you fucking serious? Or do you just grossly overestimate how complicated STALKER is?
* Half Life 2 -
5 Years* Crysis -
3 Years* Resident Evil 5 -
4 Years* Killzone 2 -
4 YearsAll blockbuster titles that took more than two years by
veteran development houses with a pretty large budget.
Koki, I highly doubt you have any coding experience, nor can you fathom exactly how complex and difficult it is. When covering new (programming) territory, 90% of the process is trial and error, and a
lot of backtracking. I really don't blame a newbie to the FPS genre with an inexperienced team and a small budget, in the old Soviet bloc to not exactly be
efficient.
They obviously bit off a lot more than they could chew. But I can definitely sympathize. I've been trying to code a Roguelike text adventure on and off for a couple of years and progress is agonizingly slow. I'm self-taught, only learned from books. But attempting it never ceases to amaze me to exactly how many things are under the "hood" of a game.
I wish it was as easy as telling the computer, "When player pushes 'up arrow' move player up one."
Koki on 6/3/2009 at 11:56
Quote Posted by Ombrenuit
* Half Life 2 -
5 Years* Crysis -
3 Years* Resident Evil 5 -
4 Years* Killzone 2 -
4 YearsCrysis was announced January 2006 and released November 2007.
Resident Evil was scrapped at least three times during the development. Version shown at E3 in 2003 was still nowhere near the final version released in 2005.
Half Life 2 too was scrapped, but I don't know any details.
Development of K2 is a mystery to me and I don't really care.
Quote:
All blockbuster titles that took more than two years by
veteran development houses with a pretty large budget.
GSC Game World released eleven titles before SoC.
Quote:
They obviously bit off a lot more than they could chew.
You obviously must have missed all the mods.
JohnnyTheWolf on 6/3/2009 at 12:33
Quote:
90% of all games ever released were made in under two years time. Are you fucking serious? Or do you just grossly overestimate how complicated STALKER is?
STALKER is often referred as "Oblivion with guns". The later took about four years to make, yet I've been told it isn't worth shit without mods.
Quote:
GSC Game World released eleven titles before SoC.
How many of them were as ambitious? Apart from RTS games, GSC did release two FPSs, Codename: Outbreak and Firestarter, but none of them were really inspired or memorable.
Quote:
You obviously must have missed all the mods.
Modders work with already existing material. They don't have the same constraints.
Also, I've read somewhere that the russian modding community is actually getting help from GSC. If it's true, that would explain why they seem so much better in terms of modding and also how they managed to make mods such as AMK, when we were all thinking that STALKER could never be modded properly.
EDIT: Yes, I know about Codename: Outbreak.
clearing on 6/3/2009 at 12:50
Quote Posted by JohnnyTheWolf
Modders only work with already existing material. They don't have the same constraints.
Also, I've read somewhere that the russian modding community is actually getting help from GSC developers.
If interesting, Lost Alpha: (
http://lost-alpha.ucoz.ru)
Briareos H on 6/3/2009 at 12:58
Quote Posted by JohnnyTheWolf
How many of them were as ambitious? GSC did release one FPS, Firestarter, but it's some Unreal Tournament clone.
(
http://en.wikipedia.org/wiki/Codename:_Outbreak) Rough, buggy but laid the basis for what STALKER would later be.
JohnnyTheWolf on 6/3/2009 at 13:13
Yeah, the Lost Alpha. I've read about it: it's Priboi team's new project. They seem to have given up on Priboi Story in order to make this one.
According to Dezodor himself, the mod is going to use many 1935 build levels, apart from a couple of them, which were already set to be included in Priboi Story 1.2.
From what I can tell, they seem quite happy with GSC's gift.
EDIT: It's on (
http://www.moddb.com/mods/lost-alpha) ModDB as well.
Koki on 6/3/2009 at 18:54
Quote Posted by JohnnyTheWolf
STALKER is often referred as "Oblivion with guns". The later took about four years to make, yet I've been told it isn't worth shit without mods.
And STALKER is?
When I was referring to more complicated games I thought mostly of RPGs like Fallout with ten cities, hundreds of NPCs, thousands of lines of dialogue and scripts, variables, and flags, stuff like having over nine intelligence and perception which allows you to unlock a hidden conversation piece in one location in the game with no effect whatseover.
Granted, it's a 2D game so you could say they had it easy with graphics, but how long could it take to make an FPP engine for Fallout? Year? Two? Still only 2/3 of the time GSC took with SoC.
(And we're coming back to the leaked pre-alpha, which was just that, entire FPP engine done ready to be filled with flavour)
Quote:
How many of them were as ambitious?
None - none was also in production for six years. Finally, the argument was that GSC has enough coding experience. It's not their first game by any means.
Quote:
Modders work with already existing material. They don't have the same constraints.
Exactly - the modders basically just flip few switches and stuff appears out from nowhere. Which was exactly my argument, if modders, people with limited coding ability who just poke at the game with sticks and see what happens(as opposed to devs who know it inside out) can make so many things - emissions, global news network, improved alife fighting for locations - in such a short period of time, it was more than available to GSC in the first place. So it's not really case of having more than one can chew, isn't it?
242 on 6/3/2009 at 19:11
Quote Posted by Koki
And STALKER is?
Definitely. I play it without mods (except real weapon names mod, but that doesn't count). I played F3 without mods too though, but I enjoy Stalker as a game much more.