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* W.I.P Thread

 

 

 

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MyST is a new project stemming from many inspirations, from the good old STALKER games to more recent sci-fi titles such as Death Stranding.

This is a work-in-progress endeavour, and both scope and releases will gradually evolve over time : very much like Ravage, it will start "small" and grow up... And hopefully provide fun and appealing ways to play Arma 3!

 

Premise

With this project, I want to take a slightly different route for the sandbox & survival style. Arma 3 is a great platform for survival & zombies scenarios, but its near sci-fi context is often at odds with our usual idea of what it will/should be like. The idea behind MyST is to make the best of both worlds, and to propose an alternative take on the "end of the world", more grounded in science-fiction and technology (and a bit of paranormal too!).

 

Release Plan

Tools First : MyST will be very similar to Ravage in design, providing ready-to-use modules for mission making. Those modules will include spawn systems, random objectives generators, light survival mechanics, but also less orthodox, immersion-based tools.

The Endgame : The mod will most likely include a simple free roaming scenario to showcase new features as they're added along, but the ultimate goal is to assemble an interesting premise with room for both "classic" Arma gameplay and new ways to challenge the players. MyST will offer sandbox and objectives-based scenarios for both SP and MP.

 

W.I.P Features

*The Phantoms

Spoiler

 

Forget about zombies, really... And brace yourself for a new foe : invisible most of the time and able to walk through walls, Phantoms are nightmarish entities haunting the Surface.

 

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Phantoms are believed to be one of the many consequences of a global extinction event of unknown nature. Along with other unexplained phenomenons, their widespread presence turned the Surface into an inhospitable wasteland, forcing survivors to hide in underground vaults.

 

More details coming soon. 

*Dynamic Tasks

*New Factions

*Paranormal Events

More Coming Soon...

 

 

Special Thanks

This project would be stuck in a temporal loop if not for the help of my supporters on Patreon - thank you guys!

And of course a big shout out to the broader modding community for sharing knowledge and tips.

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Anything that references Death Stranding.....i'm all in. :thumb:

 

 

 

   

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11 hours ago, snackynak said:

Will this include alien encounters from the contact dlc?

 

Although the premise has room for an alien origin story, I want this to be accessible to everyone - the mod won't use anything that's not part of the base platform.

You won't see alien entities in a typical MyST scenario, but it will be pretty easy to add them into the mix with the editor modules if you want to design your own mission. It should work pretty well in combination with my Invaders mod or my Contact mod. 😉 

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I'm thinking the Phantoms as an adversary will satisfy the inevitable post Death Stranding Arma itch.

 

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15 hours ago, EO said:

I'm thinking the Phantoms as an adversary will satisfy the inevitable post Death Stranding Arma itch.

 

 

Haha, yeah! In fact I'm probably going to tweak them to make them more "DS like" : the "stay still if you wanna see them" mechanic is just so brilliant! ❤️ 

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Death and evaporation of a Phantom :

Spoiler

 

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F5CAB3FD61CBEF0B97F181CC296CE6655B7285E0

 

 

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Hey everyone!

 

A quick update on the project :

As hinted in another thread, I wanted to publish a first release for Christmas - but that ship has sailed...

I made some important design changes to the "Phantoms" and I think it's wiser to focus on getting them right before proceeding further. A lot of stuff has been tweaked since the last Patreon demos, especially audio fx, visual fx, and both the "attack" and "killed" sequences : overall vfx are less "flashy" and eye-straining - the previous versions were using intense lights during those sequences, which gets old rather fast and feels at odds with the ethereal nature of Phantoms.

The new attack sequence is also more in-line with Arma3 mechanics : older versions were using over-complicated scripts depending on the target being on foot or in a vehicle - it didn't work reliably and the result on screen was rather underwhelming... I won't reveal more details on the new one just yet, but let's just say I finally feel like I have something simple, flexible and efficient enough.

Short term plan is to release a final preview on Patreon before the public release : the preview will include updated functionalities and modules, and the public release will be shipped with a SP showcase focused on the Phantoms. From there, subsequent releases will add new features and associated modules, and most likely additional showcases for all of them.

 

See you in 2020 guys!

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Sounds good man. ^^

Have a good New Year mate, see ya in the next decade!  

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And there we go, MyST Concept #3 is up on Patreon!

The Steam release should happen within a few weeks, once I have a nice SP showcase up and ready. 😉 

 

The next steps will most likely focus on Phantoms-related gear and interactions : new ways to detect or distract them, new weapons, defensive gear and (optional) tweaks to NVG-battery and O² consumption...

At the moment, any weapon will work on them, but expect that to change guys.

 

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Wow, these guys have really evolved, they sound fantastic....and the "killed" FX are very cool indeed. Really looking forward to what's in store gear-wise, especially some kind of Phantom only weaponry. 

An awesome start to 2020 mate!! 

 

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Jeez! these guys are really tough to conquer which makes me curious.....will the Phantom Spawn module eventually include some features similar to the Ambient Zombie module?....maybe like a Surge Damage Output (strength of surges delivered by Phantoms) 

 

btw, I love the work done on the Patchwork Survival Suit, that model/texture swap out is very cool indeed, I hope it stays. :thumb:

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On 1/12/2020 at 10:02 PM, EO said:

Jeez! these guys are really tough to conquer which makes me curious.....will the Phantom Spawn module eventually include some features similar to the Ambient Zombie module?....maybe like a Surge Damage Output (strength of surges delivered by Phantoms) 

 

btw, I love the work done on the Patchwork Survival Suit, that model/texture swap out is very cool indeed, I hope it stays. :thumb:

 

Oh it stays buddy. ^^

Regarding additional parameters, some are planned indeed, like a custom coef applied to damage received by Phantoms (actually, the code is already in - I forgot to add that one to the settings module...).

Same goes for a Surge Output, although that one might be trickier to balance.

 

By the way guys, anyone has a good, 100% vanilla underground-type composition to recommend? 

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