Chernobylite Complete Edition

Chernobylite Complete Edition

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Sadocommando  [vývojář] 14. kvě. 2019 v 0.14
Chernobylite Demo - overall feedback
If you played Chernobylite demo, here's the thread where you can write your opinion on the concept, design, gameplay fun and anything related to the overall playability of the game.
Naposledy upravil Sadocommando; 14. kvě. 2019 v 0.16
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I will just list a few things and thoughts:

- add option to disable/scale/adjust the HUD elements

- add possibility to hide the currently equipped item

- replace the overlay map with a physical map, minimize hud elements in general

- some hud elements are a bit too big, for example the compass at the top could be reduced to a thin line with dots as markers

- add sound options (music, voice, actor, ambient)

- is there any story behind the teleporting? it feels quite odd, i hope there is some background going to be added

- add possibility to enter levels without time limit
-> suggestion: when entering the level with a mission, the time is limited. when entering without a mission ("looting-mode" or something like this) we have as much time we want

- the fights with npcs could be improved, their current behaviour does not feel very realistic
-> suggestion: when they see you, they tell you to freeze and try to catch you. When they get you, you get arrested and loose the day and some money. When you run away they will warn you and then start shooting (just normal, real-time shooting, not the way it is implemented right now)
hmm I think my biggest gripe with the combat so far is the fact that tracking left to right with a weapon is noticeably slower than it is to aim up and down. Experimenting with sensitivity in settings doesnt fix this problem because turning it up high enough to where you can aim and track normally left to right makes it virtually impossible to control when trying to aim up/down because of how fast that now moves.

Chernobylite may not be a shooter, but if theres guns then the shooting mechanics still need to be real tight to avoid criticism from the looter shooter crowd. Now that the demo is out, how are you thinking of using this? Are you planning for continuous updates to the demo as it evolves naturally into the early access version; or is the demo more a version that you have broken off part from your development cycle to tease backers, while the main version has already progressed beyond in terms of technology and features?

keep up the great work!
Naposledy upravil durundallives; 18. kvě. 2019 v 6.53
My Demo impression and first time critique
Okay, so first of all, I'm saying that I have short-attention span and I tend to get bored of games easily on the first try unless they capture my attention quickly with an interesting narrative or gameplay loop.

That being said, I will just do my general perception of the whole project;
And I'll start with the title, "ChernobyLite"
You DO realize that it sounds like a subpar coke replacement, "Pepsi Lite" or in this case "STALKER Lite", right? Whatever theme you're going for, the title is already poised for mockery, so I'd suggest swiftly changing to something with more gravitas, like Chernobylian or Chernobyl Calamity or something that's less easy to make fun of

Secondly, I'm really not a fan on of starting your narrative with fake gameplay, i.e. - walking and talking that's just an excuse to showcase exposition. Especially if it's some freaky unusual green realm of jewels or whatever that was. How about you do it over Igor just sitting and doing some crafting or like, an animation of it going through the portal, it's sooo lammmee.

And speaking of lame, are you really doing the whole "scary noise = scary" approach? With the twitchy ghost appearing at the start of the game - yeah, uh, no, he's not gonna kill me, the player, because the game just started, and I know that I'm in no immediate danger at all. Have you not played ANY horror fps ever? It's more freaky without the music, or at least do it more subtly, with the creepy gas mask guy somewhere in the distance, smh

Now lets talk about the Witcher pinging the map system for important items, yeah, can you NOT do that? I think it pretty much eliminates a lot of aspects of a SURVIVAL horror game, when you have a 'show everything' button, now, it was a bit annoying in witcher, bit seeing as how it wasnt a survival game, and the world was so huge, it was fine there, but it's really annoying in these types of games. How about you either make it an unlockable item later in the game, so it doesnt ruin the aesthetic of the game by players constantly pushing it and turning the world semen white colour for half a second, or how about your make it have limited charge, so players use it wisely?

Also, in your dialogue trees, you should probably highlight the response you're giving in some sourt of a colour, like green, cause it was difficult to make out at first which one I was selecting.
Oh also, your gamma adjustment menu is a ♥♥♥♥♥ wonky once you try to adjust it in the main menu after starting the game, it kinda got stuck and I couldnt close it until I pressed all of the buttons, so work on that.
Also framerate is pretty bad, I know you're gonna fix that.

I did like the benchmark thing, that was cool, thanks.

Unfortunately I've lost interest after the boring crafting tutorial and quit the game. Maybe I'll try it again later and give more of my grumpy thoughts about the project.
Kinda agree with you. But its too early to judge. Could be a great big game. I can see it . But on the othwr hand i can see what your saying.
imthehamburgler původně napsal:
Kinda agree with you. But its too early to judge. Could be a great big game. I can see it . But on the othwr hand i can see what your saying.

Don’t get me wrong, the game has potential, but they deffo need to work on their presentation. Also what’s up with polish song in the intro? Isn’t it taking place in Ukraine, post USSR?
Так как в разработке игры участвуют и русскоговорящие,надеюсь они
прочтут этот отзыв,пожелания.
На английском не осилю.
Обращение к разработчикам Farm 51
После прохождения демо версии:
Что хотелось бы получить в конечном релизе.


Улучшенные,качественные текстуры игрового
мира,зданий,природы,окружения,прорисовку объектов.
На данном этапе всё это выглядит замыленно,размыто,мультяшно.
Внутренняя часть убежища персонажа к примеру выглядит совсем не
плохо.
Добавление поддержки NVIDIA Freestyle!!! Это важно,так как в плане
графики всем игрокам угодить невозможно,а данная технология
позволяет настроить и существенно изменить визуальную часть игры
под каждого игрока.
Добавление смены погоды,дождь,ветер,пыль.Добавление смены времени
суток.Физика,разрушаемые объекты.Улучшение визуальной составляющей
карты.Возможность заходить в любые здания,постройки.Добавление
подземных тоннелей,подземных помещений,подземных переходов.
Добавление мини карты.
Полное снятие ограничений по времени прохождения заданий.
Или добавление соответствующей настройки для желающих отключить или
выключить ограничение.Согласитесь что маштабные игровые карты НЕ
МОГУТ быть ограничены временем прохождения.Позвольте игрокам дать
возможность исследования локаций,а не бежать напролом.
Добавление звуковых эфектов таких как,звуки перемещения по
воде,звуки прыжков,звуки ходьбы по разному грунту,звуки шагов эхо в
помещениях,тоннелях.
Более качественная русская озвучка диалогов персонажей.К примеру
русская озвучка главного героя озвучена очень хорошо.В голосе
присутствуют эмоции,ощущается качественная
интонация...страх,обида,злость,разочарование.В metro exodus к
примеру ,очень хорошо поставлены озвученные диалоги.Это даёт
полное,реальное погружение в игру.
Возможность взлома замков,открывание окон,пнуть двери и т.д
Улучшение AI противников.На данном этапе противники ведут себя
относительно заторможенно,странно.
Оптимизация игры на данном этапе плохая,падение fps.

Конечно всё перечислить невозможно,тем более много предложений уже
и так поступило от пользователей.
Лично я очень надеюсь что это будет действительно стоящая игра,от

которой многие игроки ждут настоящего приключения,интересного

сюжета,качественной графики и полного погружения в зону Чернобыля.
Удачи вам ребята из Farm 51,сталкеры надеются на вас :-)







Aloha!

I started the demo, and I have some feedback:

1. The English has many errors. For example, it's "opportunity" not "uppertunity;" "medicament" is not commonly used in American English (I have never heard that word before), use "medicine;"
"nostalgia" is the correct spelling; "prepare to mission" does not make sense; what does "wire-tapped music box" mean? I strongly suggest you find an American editor to help you with the English. I'd be happy to do this for you; e.g. you could send me a word file containing all your English and I can edit it.

2. I keep expecting to use the escape button to leave menus, why isn't that the default?

3. The map looks absolutely terrible.

4. How about English subtitles for the opening song? Also, I'd like to be able to read the Soviet posters on the wall; any way to have a translation function, maybe subtitles?

5. It's not clear when the health bar is supposed to appear. Also there should be more contrast between the colors of the health bars.

6. Why can't I pick up the gas masks in the base? Is that a demo limitation?

7. Can you loot bodies? There's one in front of the radiation detectors coming into the base? Why would that get left there, when it will soon rot?

8. I can select different items in the hand-held detector, but it seems tot scan for everything at once; and it always says "chemicals."

9. How do I get out of the base?

Mahalo for your work, I'm so psyched to play!


I noticed while playing that some of the voice lines seemed a little messed up, and some played in reverse for some reason. There were also times where all the sound stopped playing except my footsteps. Also, you might need to bring more attention to any decisions that you can make that will affect the overall game story. For example, there was a stalker who had bumped into a couple of NAR soldiers. I was not sure if I was supposed to save him or not. Also, will it affect the story if I keep killing the soldiers?
Savonir  [vývojář] 8. zář. 2019 v 0.14 
That's actually the attention we want. You won't know if some of your decisions will affect anything, you just need to do it. Doing nothing is also a decision :D
If you will kill NAR soldiers a lot, one of your companions will have to respond to that. If you won't deal with that problem, he can leave you and that actually can affect the story :) We don't want to prevent you from the gameplay you choose, but then it creates consequences with you need to deal with.
Vaid 17. říj. 2019 v 5.27 
когда оптимизация будет нормальная? Играть не хочется в такое
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Datum zveřejnění: 14. kvě. 2019 v 0.14
Počet příspěvků: 40