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< P _ngcontent-serverApp-C87 Pospocalyptic first -person shooters with survival elements, S.t.A.L.k.E.r.: Shadow of Chernobyl. The project was the Ukrainian Studio of GSC Game World, which immediately won the hearts of players due to the unique atmosphere, the gloomy aesthetics of the Chernobyl Exclusion Zone and the plot. 0 ~/P > > 62 > 62 > 62 > 62 ~ < p >
To this day, players around the world remember Shadow of Chernobyl and her successors with huge warmth. The game was immersed in the spooky world, where radiation, anomalies and mutants posed a constant threat, and stalkers wandered in search of valuable artifacts. For eighteen years that have passed since the exit, S.t.A.L.K.E.r. He has not lost its relevance and continues to inspire new generations of gamers, especially given the latest part that was released in November, S.t.A.L.K.E.E.r. 2: Chornobyl's heart. In this article & nbsp; 24 channel & nbsp; nbsp; collected the five most interesting details about creating this iconic game, which may have remained out of the attention of even the most devoted fans. < p >
< h2 class = "News-Subtitle CKE-MarkUp" > Initial concept and cardinal changes
< P > One of the most striking aspects of the history of creation S.t.A.L.K.E.r. There is & nbsp; < strng > a dramatic change in the original concept of . At the end of 2001, GSC Game World announced an ambitious futuristic first -person shooter called Oblivion Lost. According to the developers, the players had to take on the role of a fighter of the elite special unit, which travels interplanetary portals to unknown worlds, opening the way for future colonialists. Early concepters demonstrated fantastic locations, including green valleys with Aztec pyramids and dinosaur robots.
< p >Despite the ambitiousness of the project and the desire of the studio to demonstrate the possibilities of its own graphic driver of X-ray, it became clear that the subject of science fiction with elements of occultism and mutated creatures ceased to be fresh and interesting for the gaming community. Developments . The inspiration for the new setting was the tragedy at the Chernobyl nuclear power plant.
< P > GSC Game World, headed by Sergiy Grigorovich, organized a trip to the Chernobyl Exclusion Zone to gain inspiration for their project. So the game finally changed its direction, as well as the name on S.t.A.L.K.E.r.: Shadow of Chernobyl.
< h2 class = "News-Subtitle CKE-MarkUp" > Origin of the title
< p >The very name of the game was inspired by the work of Soviet writers of the Strugatsky brothers, who were born in the family of natives of Ukraine, namely Chernihiv province (now & mdash; within the Chernihiv and Sumy regions). They generally played a big role in the formation of the ideological basis of the project, in particular with their story “Picnic on the Side”, written in 1971.
~ < Ul > < LI > The concept of mysterious and dangerous “zone” contained as a result of unknown events is central to both the game and for the literary primary source, which told about aliens. ~ ~ < l > The term “Stalker” was also borrowed from the story and denotes people who penetrate the area in search of valuable artifacts and scientific information. But since the developers could not directly use “Stalker” for the name through copyright, the future project decided to make an abbreviation divided by dots. < li >Searching for and collecting unique artifacts with extraordinary properties is another key concept inherited from Strugatsky's work. In their work, an alien civilization leaves after its sudden arrival and the same sudden disappearance of a number of artifacts, in search of which characters are sent, stalkers. ~ ~ > 62 > 62 ~
< h2 class = "News-Subtitle CKE-MarkUp" > where they refused and what was transferred to other games
~ < p > The process of development S.t.A.L.K.E.r. was full of ambitious ideas, many of which have never got to the final version of the game.
< Ul > < l > early prototypes contained weapons with the animation of parallel rotation of the barrels, which was later cut. Also developers tested artificial intelligence of helicopters.
< li >The initial level of the game has undergone changes, in particular, an apartment building was added later to optimize frame frequency. < l > it was planned to add several new types of mutants, including a chimera that appeared only in the “Call of Pripyat”, as well as several other characters, including zombies. ~ < l > considered the possibility of inclusion in the game of various groups, such as Western military units (German Kommando Spezialkr & Auml; FTE, American US ARMY Airborne Special Forces, NATO Rapid Response Forces Service).
< LI > In early versions of some cards, managed vehicles were available, including trucks and converters, but were later removed. < LI > Location “Dead City” initially played a more important role in the plot, and the “Generators” map was initially a separate studied location with other planning before it was integrated into the power plant. < li >Early assemblies were also present in the anomalies and knives, which later became inventory items.
< h2 class = "News-Subtitle CKE-MarkUp" > Artificial Intellect in S.t.A.L.K.E.R. ~ ~ ~ < p > Despite the fact that the game came out long before the era of modern generative artificial intelligence, it had a fairly powerful AI system that controlled the outside world. He was responsible for the wild, demonstrating many realistic behaviors, including flock instinct and competition for food. This could be observed in events that were not screened. The game driver was designed in such a way that & nbsp; < strng > animal behavior is calculated even if the player is in the rest of the world 60 ~/p > ~ ~ ~ > 62 > 62 ~ < p >Artificial intelligence called A-Life supports more than 1000 characters inhabiting the zone. These characters are not screened, ie life AI can develop even without contact with the player.
< P > Non -Gaming Characters (NPC) in S.t.A.L.K.E.R. have a full life cycle & ndash; Tasks, battle, rest, food and sleep. The same applies to many monsters living in the & ndash; Hunting, attack on stalkers and other monsters, rest, nutrition, sleep. These monsters migrate large groups.
< P > not screened nature of characters means that there is an unlimited number of random quests. AI -based characters travel throughout the area as they please.
< h2 class = "News-Subtitle CKE-MarkUp" > Features of own mover X-ray Engine
~ < P > X-Ray Engine & ndash; It is a graphic driver developed by GSC. It allowed to place up to one million landfills on screen, while maintaining HDR rendering, paralans and normal reflection, soft shadows, blurring in motion, widespread support, weather and day and night change.
~ ~ < Ul > < l > The action of the game occurs in the area of thirty square kilometers, with the outer and inner parts of this territory displayed with the same detail. ~ ~ < li > Some textures in the game were wall photographs in the developers. < LI > In the game you can find ragdoll physics, realistic ball ballistics, skeletal animation, as well as objects that can be destroyed.