Desert Stalker
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Desert Stalker

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Iron Lord 2014 2024 年 12 月 16 日 上午 6:59
Difference between Steam and Itch?
Are there any differences between the two. Just asking so I know what I may get myself into.
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Paz  [开发者] 2024 年 12 月 16 日 上午 7:08 
No differences, no. It's the same game, with Itch.io being an alternative for people that can't or don't want to get it on Steam
sk2252 2024 年 12 月 19 日 下午 9:49 
引用自 Paz
No differences, no. It's the same game, with Itch.io being an alternative for people that can't or don't want to get it on Steam
Is there a way to import the itch.io saves into the steam version? I tried a copy past of the save file and it didn't quite work. It would load the save, but I would get a rollback error every time I got to the main sandbox screen. I would prefer to progress where I left off, but I understand if I have to start from scratch.
Iron Lord 2014 2024 年 12 月 20 日 上午 3:49 
引用自 sk2252
引用自 Paz
No differences, no. It's the same game, with Itch.io being an alternative for people that can't or don't want to get it on Steam
Is there a way to import the itch.io saves into the steam version? I tried a copy past of the save file and it didn't quite work. It would load the save, but I would get a rollback error every time I got to the main sandbox screen. I would prefer to progress where I left off, but I understand if I have to start from scratch.

Personally I do not think its possible. You will have to start a fresh with a new save. You can however go to settings and click skip unseen text so that you can skip what you have already witnessed to get to the new stuff.
Dragonlord 1 月 15 日 下午 9:29 
引用自 Iron Lord 2014
引用自 sk2252
Is there a way to import the itch.io saves into the steam version? I tried a copy past of the save file and it didn't quite work. It would load the save, but I would get a rollback error every time I got to the main sandbox screen. I would prefer to progress where I left off, but I understand if I have to start from scratch.

Personally I do not think its possible. You will have to start a fresh with a new save. You can however go to settings and click skip unseen text so that you can skip what you have already witnessed to get to the new stuff.

I've put a ton of time into the Itch version, and the choices I made along the way. I'd considered getting the Steam version just to make sure I have updates when they are released, as I have to say this is probably my number one choice in recommendation to anyone that wants to play games like this, and regularly look for updates. I'd really like to be able to transfer my save over, or at the very least have some sort of system in place that either automatically checks the status of a save and recreates it using those checks, or manually input them (i.e. when you start a game, asking if you have played before, then asking what decisions you made to at least get close to the options chosen).
Paz  [开发者] 1 月 16 日 上午 8:39 
引用自 sk2252
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Is there a way to import the itch.io saves into the steam version? I tried a copy past of the save file and it didn't quite work. It would load the save, but I would get a rollback error every time I got to the main sandbox screen. I would prefer to progress where I left off, but I understand if I have to start from scratch.

Generally speaking, Itch.io & Steam version saves should be interchangeable.
That said, due to major code changes in the latest version in preparation for Steam, saves from previous versions are incompatible.

I understand this is a major inconvenience, but unfortunately we couldn't guarantee an error-free save migration in this particular case.
lech_qv 2 月 6 日 下午 7:28 
Unfortunately, I have noticed at least one change which pissed me off, because it was much better in Itch previous versions comparing to new Steam one. I have the impression that there are some less noticeable changes before that part (yet I am not sure), but I am certain that the mission in Old Cairo with the decayed attacking caravans and when you are introduced to raiders and Kyra was much better in Itch version. I remembered and even checked that you had a choice to kill or pass thought few decayed before meeting their boss, plus this group actions were at least a bit justified, because you could learn more about why they attacked caravans, but what is more important about horrible things that Kyra's raiders done to them, so why they are so cruel to the ones they captured, also you had more dialogue options with the boss of those decayed). Maybe I am overreacting, but this downgrade annoyed me so much, that I have stopped playing the new version, hoping that it will be corrected to how it was. If I wouldn't start from the beginning (which probably I would anyway, but was just forced to because previous saves don't work) I wouldn't notice it. Somehow while I had already the feeling that some things are missing, that cuts of choices and content in this particular mission I couldn't ignore.
I was expecting that Steam release will just add next events and missions to Itch's 0.16b, or even I hoped that it will perfect and add more scenes to what happened before. Instead, it seems that it cut some from it and a bit shallowing it. I really do not understand this change. My only theory is that creators have decided to make the later alliance with Kyra less controversial and the decayed more one dimensional villains. I am afraid that my impression that before Old Cairo's mission are also some cuts and even more that after it will be more, so instead of being upgrade it will be downgrade.
For sure, it is still one of the best AVN game and haven't changed at its core, so now when I have lost hope that it will come back to how it was, I am planning to play Steam version next weekend; yet maybe I regret that I have played Itch's one before, so I can compare them.
Quiet 2 月 7 日 下午 1:51 
引用自 lech_qv
Unfortunately, I have noticed at least one change which pissed me off...

I completely agree with you.
At the moment, I have already found two events that are very different from what was in version v0.16. And this makes me very upset.
The first event concerns the Queen's mission about attacking the caravans, the mission where we first meet Kyra (which you wrote about above). And the second event is connected with Ivy's task. Where we have to help the girl escape from her evil master at night in the city.
The reasons for such major changes in the narrative are, in my opinion, very simple. The developer wanted to improve the visual style of these scenes for release on Steam, but he was (apparently) in a hurry.
And yes, these two scenes, graphically, were not very well done before, but they had more atmosphere, depth of narrative and most importantly - gameplay variability. Gameplay variability in Desert Stalker is a very important point, it is one of the key moments of success of this visual novel (in comparison with other games of this type, where the choice is practically absent or does not exist at all). And I'm really sorry that the overall graphic style has become more important than the storytelling and variety, at least in these two scenes.

And now in detail (if anyone is interested or Zetan himself comes here and reads it).

1. Save/not save the girl from the evil master, at night in the city, according to Ivy’s quest.
Essentially the scene remained almost the same, graphically it became much better. The interpretation has changed a little - now this girl is not a servant, but a thief, and the evil "master" has already suffered from her teeth and lost his fingers (I like this interpretation even more than the previous one).
But the opportunity to resolve the conflict with minimal losses has disappeared.
Previously we could: a) intervene/not intervene; b) threaten the "master," distracting his attention from the girl while she escaped; c) get into a fight with the "master", where we maim and kill/don't kill him.
Now there is no "peaceful" solution to the conflict. Option "B" is completely absent.
We either do not interfere, or we engage in battle and cripple the “master”, and then choose to kill him or not in the end.
For example, I don't want to cut off his leg, especially since the girl is now a thief. Before, I had the opportunity to chat him up, complete the task, and then peacefully leave, but now I don't have that opportunity. And don't get me wrong, I'm not against violence IN GAMES (especially in a post-apocalyptic setting), but I'm for variability and the possibility of choice for the player (especially since there used to be a "peaceful" choice here).

2. The Queen’s quest about the attack on the caravans, the base of the Decayed and the meeting of Kyra.
The scene became completely different (as was said above). Has it gotten better graphically? Yes. But not a damn thing became visible. And because of this, the scene ceased to be scary, compared to what it was in version v0.16. All these pieces of flesh, Decayed mad and mumbling, their faces and eyes... Brrr… The butcher behind the door, which we were shown for a few seconds, was much scarier in version v0.16. His "twin brother" from v0.17 is not scary, he is like the coolest and most reckless dungeon boss here, but he is hard to see, one blow of the Stalker's sword (which we were not even shown) and the mega-boss of the dungeon is defeated and... That's it, the quest is done, thanks to everyone. WTF?
Minimum explanations of what is happening, minimum dialogues and choice in them. The player is "led" - do it this way and that's it. What? Why? How? There was a cool scene, with dialogues, choices of actions, explanations, but all of this was removed. But this is one of the first serious tasks in the game, on the path of the player becoming a real Desert Stalker. About how complex this world is, many factions, many choices, many solutions. Isn't this what the main character should explain to his protégé before she goes to survive in the Zone alone?

in Russian
Полностью с вами согласен.
На данный момент я нашел уже два события, которые очень сильно отличаются от того что было в версии v0.16. И это меня очень расстраивает.
Первое событие касается миссии королевы о нападении на караваны, миссия где мы впервые встречаем Киру (о котором вы написали выше). А второе событие связано с заданием Иви. Где мы должны помочь спастись девушке от злобного хозяина ночью в городе.
Причины таких серьезных изменений повествования, на мой взгляд, очень просты. Разработчик хотел подтянуть визуальный стиль этих сцен для релиза в Стим, но он (видимо) очень торопился.
И да, эти две сцены, в графическом плане, раньше были не очень хорошо сделаны, но в них было больше атмосферы, глубины повествования и самое главное - вариативности геймплея. Вариативность геймплея в Пустынном Сталкере очень важный момент, это один из ключевых моментов успеха этой визуальной новеллы (в сравнении с другими играми подобного плана, где выбор практически отсутствует или его вообще нет). И мне очень жаль, что общий графический стиль стал выше повествования и вариативности, как минимум в этих двух сценах.

А теперь развернуто (если кому-то интересно или сам Зетан зайдет сюда и прочитает).

1. Спасти/не спасти девушку от злого хозяина, ночью в городе, по квесту Иви.
По сути сцена осталась практически такой же, графически она стала гораздо лучше. Изменилась немного интерпретация - теперь эта девочка не слуга, а воровка, а злой "хозяин" уже пострадал от ее зубов и лишился пальцев (такая интерпретация мне нравится даже больше чем прошлая).
Но пропала возможность решить конфликт с минимальными потерями.
Раньше мы могли: a) вмешаться/не вмешиваться; б) пригрозить "хозяину," отвлекая его внимание от девчонки пока она сбегает; в) вступить с "хозяином" в драку, где мы его калечим и убиваем/не убиваем.
Теперь "мирного" решения конфликта нет. Вариант "Б" отсутствует вообще.
Мы либо не вмешиваемся, либо мы вступаем в бой и калечим "хозяина", а потом выбираем убить его или нет в конце.
Вот я, например, не хочу отрезать ему ногу, тем более девочка теперь воровка. Раньше у меня была возможность его заболтать, выполнить задание, а затем мирно удалиться, теперь такой возможности нет. И поймите меня правильно, я не против насилия В ИГРАХ (особенно в сеттинге постапокалипсиса), но я за вариативность и возможность выбора игроком (тем более что раньше "мирный" выбор тут был).

2. Квест королевы о нападении на караваны, база Истлевших и встреча Киры.
Сцена стала совсем другой (как сказали об этом выше). Стала ли она графически лучше? Да. Но ни черта не стало видно. И из-за этого сцена перестала быть страшной, в сравнении с тем что было в версии v0.16. Все эти куски плоти, Истлевшие безумные и мямлящие, их лица и глаза... Брр… Мясник за дверью, которого нам показали на несколько секунд, был гораздо страшней в версии v0.16. Его "брат-близнец" из v0.17 не пугает, он типа тут самый крутой и отбитый босс-подземелья, но его плохо видно, один удар меча Сталкера (который нам даже не показали) и мега-босс-данжа повержен и... Все, квест выполнили, всем спасибо. ВТФ?
Минимум объяснений происходящего, минимум диалогов и выбора в них. Игрока "ведут" - делай так и все. Что? Почему? Как? А ведь была классная сцена, с диалогами, выборами действий, объяснениями, но это все убрали. А ведь это одно из первых серьезных заданий в игре, на пути становления игрока настоящим Пустынным Сталкером. О том что этот мир сложный, много фракций, много выборов, много путей решений. Не об этом ли главный герой должен объяснить своей протеже перед тем как она отправиться одна выживать в Зону?
最后由 Quiet 编辑于; 2 月 7 日 下午 1:52
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