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Sled88

Conspiracies: Substance

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So I think I owe you some status-report about the upcoming mod (ex. CRD DLC`s)

csbanner.jpg

Features:

- Eating-Module

- Body-Coolness

- Sleeping-Module II

- MOH-Module III

- 60 planned weapons (new and available from ARMA2)

- 12km² big gameworld reflecting Prypjat, villages and Forests

- MOC-Module

- 10 vehicles (new and available from ARMA2)

- Dialogue System II

- Beam-Module

- Rating-Module

- Sector-Control-Module

Descriptions:

Eating Module

This module forces the player to shoot animals to eat something. Otherwise you can die. Nearly every 3h you have to eat something. (gameplay time not ingame-time)

Body-Coolness

This module forces the player to find warm places to increase the body-temperatur while walking hours outside. If you cannot find a warm places, like houses or campfire you are forced to die. Better equipement can increase the time you can walk outside.

Sleeping-Module II

The reworked Sleeping-Module forces the player to rest after hours of walking or fighting. Otherwise it is possible to get blackout or even at the end, the death. It skips 4 hours while sleeping.

MOH-Module III

A reworked module known from CRD. You can store weapons, cars and teammates now in your own house. Also can have multiple places up to 6.

MOC-Module

A new module featuring the possibility to change clothes.

Beam-Module

Makes it possible to move from one place to another within couple of seconds. Just point at the place you want via your map and you will be beamed there. (Only possible on visted places)

Rating-Module

Unlock additional features during the game!

Sector-Control-Module

Earn additional IGN's for controlling sectors in the gameworld.

Storyline and other interessted thing will be added when we got things to present.

All listed modules here were tested and it works. But if they make it into the final version is not sure.

Some screenies for the end:

rep03.jpgrep04.jpg

---------- Post added at 12:53 PM ---------- Previous post was at 12:52 PM ----------

rep02.jpgrep01.jpg

Edited by Sled88

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it keeps getting better and better :D

looking forward to it!

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I will maybe release a TECH-Demo in near future. But I am not sure if this is really that insane. Because a technical-demo just represent the working scripts, some gameworld and maybe 2 or 3 missions... what do you say? Another point would be the big size about 1 gig maybe^^

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Will you marry me :D

That's exactly the type of recreative gameplay i'm looking for. A tech demo is a good idea.

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If more people wishes a tech-demo I will release one. :)

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Ok I will take a conversation with my technical team! (me, haroon, and raven) for a special tech-demo. =) stay tuned...

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interesting! you are really making it "survival"!

find warm places, find food, find a safe place to rest. very cool

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yeah and the scripts were not that difficult i first thought...

about the tech demo... I got another idea for you guys... I will implement some of the scripts in the new patch of CRD-Core. What do you say?^^

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patch is out and contains the eating and the new sleeping module for CRD...

here some screenshots of substance:

wip005.jpg

wip006.jpg

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Please tell me more about the "Dialogue System II"...

How will this work ?

And, will there be dynamic tasks and notes ?

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can't wait!! enjoying Rising Dead so far, weapons need a bit more work though as the PSO scope markings really look too err.... :) Love the gameplay style. Never played something so RPG like in ArmA2 before. I think substance is really what would complete such a game of survival. The current stalker is too much like superman, never tiring, never subject to the elements. :)

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I will present a first little trailer this week! =)

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OKay guys we completed the gameworld now...

we got 16 places to discover:

- 3 villages

- 1 industry-complex

- 1 electrical center

- 1 hospital

- 1 dead forest

- 1 old military area

- 3 stalker-camp

- 1 helicopter crashsite

- 1 sawmill

specific places:

- Hills of Destiny

- Point Finalground

- Chucks Helicopter

Also 20 additional places to discover while completing missions...

SO we can count on a release this year!

@Wiggum: I designed the Dialogue system completly new... so you will be surprised^^

Edited by Sled88

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Now I need your opinions... since we have completed the gameworld I gonna try to optimze the lifesimulatings-system... so my questions:

1. What time do you prefer....

1.1 for eating? (set to every 2 hrs atm)

1.2 for sleeping (set to every 6 hrs atm)

1.3 for warming up (set to every 1 hrs atm)

2. Eating something....

2.1 heal you character! (set atm)

2.2 not heal your character! (not set atm)

2.3 depends on what you are eating if you get healed or not! (not set atm but possible)

3. Sleeping for 4 hours will...

3.1 heal! (set atm)

3.2 not heal! (not set atm)

You can also tell me some further wishes you have... :)

ALSO:

MP-mode will be included. your wishes post here^^

PLEASE show some activity during the development and not after it is released... Its not that easy to implement new things in a already released mod...

Edited by Sled88

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1.1 for eating? (set to every 2 hrs atm)

1.2 for sleeping (set to every 6 hrs atm)

1.3 for warming up (set to every 1 hrs atm)

so here this is the amount of time the action takes?

there does need to be a bit of trimming back...

eating should not take 2 hours. that is very very long. now if you had just killed something, and have to skin and cook it, yeah thats probably fine, but 2 hours is far too long to crack open a can of "tourists delight"

(if possible implement both "raw" and "ready to eat" type meals?)

as far as eating for healing, i dont think so. it seems wrong to be suffering from a 7.62 to the upper abdomen, only to eat a piece of bread and make it feel better. (something about stalker that bugged me, if you are getting really torn up, you run somewhere and hit your "use medkit" key a couple times and your good to go. or alternatively, eat 15 sausages in the span of 6 seconds)

for game play purposes resting should do some healing. after all you are resting, and can tend to the wound, bandage it, and call upon your gods for your daily "cure minor wounds" spell :p

Also you could try some sort of "regenerating health" option. now before you all flame me for uttering those heretical words, let me elaborate:

use a similar method to stalker and have your heath slowly regenerate over the course of like 30 min. being well fed and rested allows for a faster heal, wile being tierd and hungry slows the rate.

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about the time... I mean the repeatable time WHEN you have to eat something before you starve... =)

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ah... now i see

i guessed that when you initiated those actions the game would skip ahead that many in game hours.

so yeah, take what i said before with that in mind

for heat and warming up... i have some ideas about how i think would be a cool way to do it, but it would take some crazy loopy scripting...

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@ Sled88

What about Medipacks for healing ?

You could have to buy them from a trader or something, every Medipack could allow one completly heal.

And i too would use a script to prevent the legs of the player getting damaged. This could be really frustrating if you have to crawl 100 of meters just because some enemy hit your legs...

Legheal.sqs:

http://forums.bistudio.com/showpost.php?p=1684574&postcount=8

Medipack Script:

_actionId = this addAction ["Heal", "fieldDressing.sqf", [], -1, false, true, "", "(_target == _this) && (damage _this > 0 AND medipack)"];

_guy = _this select 0;
_act = _this select 2;
if (alive _guy) then
{
       medipack = false;
_guy playMove "AinvPknlMstpSlayWrflDnon_medic";
sleep 1;
_guy setDamage 0;
};

So the player gets a heal Action everytime the variable "medipack" is true and he is damaged.

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Good idea Wiggum.

I also want to implement a fine rating-system so if you got more points your "home" will be updated with some vehicles, weapons and other stuff... But I stuck with it atm...

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Managed it to implement the rating-system! =)

so this is what it look like now:

2000IGP = UAZ delivered at home

5000IGP = Update 1 for the home (sandbacks, static MG's with friendly stalkers on it around the house)

10000IGP = 3 new teammates spawning at the home

15000IGP = Update 2 for the home (2 new ammoboxes)

20000IGP = BMP-III delivered at home

30000IGP = Update 3 for the home (medical tent and a few other tents with new guards)

40000IGP = 5 new teammates spawning at players position

45000IGP = T-90 delivered at home

60000IGP = Update 4 for the home (new 10 men squad patrolling around the house)

IGP = In Game Points

My Scripting abilities are really increased now! :D

Edited by Sled88

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...a BMP-3 and a T-90 are maybe a bit overpowered if you ask me.

A BMP-3 as final reward maybe...

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