Weekly Report #129
Before we get into the report, we have two very important pieces of information for you!
[h2]New, free content for Chernobylite already available with Season 2![/h2]
Season 2 Red Trees is now available to everyone! A new pack introduces a new VR set in Igor's base that will allow players to play a game inside the game, introducing a new, roguelike inspired, mode - VR Games.
Another addition is 6 new story missions. The Ghosts of the past expansion sees Tatyana manifesting in Igor's dreams. This sets the protagonist on a journey to iconic locations in the Zone.
There is also a video game station! This element is part of a cosmetic Play it add-on, and with atmospheric post-soviet looks will compliment the player’s headquarters.
For more info about Season 2 check out our news bellow:
https://store.steampowered.com/news/app/1016800/view/4777770825733809637
[previewyoutube][/previewyoutube]
[h2]Chernobylite and DLC in a mega promotion![/h2]
If you haven't had a chance to play Chernobylite yet, now's a good opportunity to do so. The game and all DLCs released so far are available at a lower price of -30%. Dive yourself in the dark zone today!

[h3]Hello Stalkers![/h3]
We've proven in previous reports that in order to survive in the Zone, you need more than to fire an entire moon clip from a revolver. First of all, you need to use your head. Igor seems to be perfect for the job - he’s a scientist, not a soldier. On the other hand, you also need weapons to protect yourself from NAR mercenaries and monsters. Again: Igor is a scientist, not a soldier.
But it's not like he's going to magically produce a rifle out of his pocket. He can, however, create said rifle from the things he finds in the Zone and then learn how to use it. Moreover, he can even modify his weapon to suit his needs. Because crafting is not only a complex element of our game, but also a way to show Igor as a credible character who can adapt to the conditions. Something like MacGyver in Chernobyl (BTW who remembers the TV series eh? Let us know! ;))

When designing the crafting system, we tried to convey the essence of hand-made things. Therefore, the first thing that catches your eye are the visuals associated with it. The crafting tables themselves were designed from the very beginning in such a way that the player could, upon first glance at a given table, recognize what he could use it for. That is why we embellished it with elements characteristic for a given type of weapon, and added a whole lot of other stuff that can be found in virtually every garage workshop.

The weapon modification system itself also works primarily visually - each weapon has specific elements attached or modified that almost completely change the appearance of a given weapon. But what was most important to us was that these add-ons should not only change the numbers in the parameters, but also give something extra in terms of looks and feel.
Several things are happening from the artistic and gameplay side. First, the animations change when using weapons. Take, for example, how a character behaves when replacing a magazine. The magazines are modified in various forms (they are of different sizes and widths), so the artist had to prepare dedicated animations for each one of them. At this point it is worth emphasizing that these animations are not standardized - literally each of these animations is made completely from scratch. There is no point of reference between them, no recycling of the previous animation, no copy-paste. Multiply the number of various magazines by the number of weapons in the game, and you will get the number of animations.
Secondly, depending on the modification, the reloading time also changes, e.g. a large magazine makes reloading longer, a small magazine - shorter. Also, if we focus on the magazine capacity, we pay for it with time, which can be of great importance when confronting a stronger opponent. A small magazine, in turn, means a shorter reload time, but also the risk that the enemy will not die after unloading the entire series on him.


This is obvious. But what is less obvious is, for example, the recoil of the weapon when fired. Gun firing is also done as an animation, not something procedural. Thus, any modification of the weapon that affects the recoil of the weapon (gameplay side) also changes the shooting animation (artistic side). That is why it is important to experiment when modifying a weapon, check various options, test, so that the end result is fully satisfactory for you.

Fun fact: in one of the magazines you can find a pattern that Igor associates with Tatiana. You just have to remember that Igor is a scientist, not an artist…

We continue our contest of Chernobylite keys to win. We remind you of the rules: we ask a question related to the game, and the fastest correct answer wins.
When Mikhail was living in England, he met a guy named Daniel with whom he talked about the Moscow sewers. What was Daniel's nationality?
We will announce the winner and the correct answer in the report and in the comments on Monday.
EDIT:
Answer: Scottish
Congratulations to iRkQ :)
[h3]That's it for today![/h3]
Take care, Stalkers!
[h3]Will you join us? Let us know in the comments or on Discord.[/h3]

[h3]Follow our official channels to stay up to date:[/h3]
Like us on Facebook
Follow us on Twitter
https://store.steampowered.com/app/1016800/Chernobylite/
[h2]New, free content for Chernobylite already available with Season 2![/h2]
Season 2 Red Trees is now available to everyone! A new pack introduces a new VR set in Igor's base that will allow players to play a game inside the game, introducing a new, roguelike inspired, mode - VR Games.
Another addition is 6 new story missions. The Ghosts of the past expansion sees Tatyana manifesting in Igor's dreams. This sets the protagonist on a journey to iconic locations in the Zone.
There is also a video game station! This element is part of a cosmetic Play it add-on, and with atmospheric post-soviet looks will compliment the player’s headquarters.
For more info about Season 2 check out our news bellow:
https://store.steampowered.com/news/app/1016800/view/4777770825733809637
[previewyoutube][/previewyoutube]
[h2]Chernobylite and DLC in a mega promotion![/h2]
If you haven't had a chance to play Chernobylite yet, now's a good opportunity to do so. The game and all DLCs released so far are available at a lower price of -30%. Dive yourself in the dark zone today!

[h3]Hello Stalkers![/h3]
We've proven in previous reports that in order to survive in the Zone, you need more than to fire an entire moon clip from a revolver. First of all, you need to use your head. Igor seems to be perfect for the job - he’s a scientist, not a soldier. On the other hand, you also need weapons to protect yourself from NAR mercenaries and monsters. Again: Igor is a scientist, not a soldier.
But it's not like he's going to magically produce a rifle out of his pocket. He can, however, create said rifle from the things he finds in the Zone and then learn how to use it. Moreover, he can even modify his weapon to suit his needs. Because crafting is not only a complex element of our game, but also a way to show Igor as a credible character who can adapt to the conditions. Something like MacGyver in Chernobyl (BTW who remembers the TV series eh? Let us know! ;))

When designing the crafting system, we tried to convey the essence of hand-made things. Therefore, the first thing that catches your eye are the visuals associated with it. The crafting tables themselves were designed from the very beginning in such a way that the player could, upon first glance at a given table, recognize what he could use it for. That is why we embellished it with elements characteristic for a given type of weapon, and added a whole lot of other stuff that can be found in virtually every garage workshop.




The weapon modification system itself also works primarily visually - each weapon has specific elements attached or modified that almost completely change the appearance of a given weapon. But what was most important to us was that these add-ons should not only change the numbers in the parameters, but also give something extra in terms of looks and feel.
Several things are happening from the artistic and gameplay side. First, the animations change when using weapons. Take, for example, how a character behaves when replacing a magazine. The magazines are modified in various forms (they are of different sizes and widths), so the artist had to prepare dedicated animations for each one of them. At this point it is worth emphasizing that these animations are not standardized - literally each of these animations is made completely from scratch. There is no point of reference between them, no recycling of the previous animation, no copy-paste. Multiply the number of various magazines by the number of weapons in the game, and you will get the number of animations.
Secondly, depending on the modification, the reloading time also changes, e.g. a large magazine makes reloading longer, a small magazine - shorter. Also, if we focus on the magazine capacity, we pay for it with time, which can be of great importance when confronting a stronger opponent. A small magazine, in turn, means a shorter reload time, but also the risk that the enemy will not die after unloading the entire series on him.







This is obvious. But what is less obvious is, for example, the recoil of the weapon when fired. Gun firing is also done as an animation, not something procedural. Thus, any modification of the weapon that affects the recoil of the weapon (gameplay side) also changes the shooting animation (artistic side). That is why it is important to experiment when modifying a weapon, check various options, test, so that the end result is fully satisfactory for you.


Fun fact: in one of the magazines you can find a pattern that Igor associates with Tatiana. You just have to remember that Igor is a scientist, not an artist…


We continue our contest of Chernobylite keys to win. We remind you of the rules: we ask a question related to the game, and the fastest correct answer wins.
When Mikhail was living in England, he met a guy named Daniel with whom he talked about the Moscow sewers. What was Daniel's nationality?
We will announce the winner and the correct answer in the report and in the comments on Monday.
EDIT:
Answer: Scottish
Congratulations to iRkQ :)
[h3]That's it for today![/h3]
Take care, Stalkers!
[h3]Will you join us? Let us know in the comments or on Discord.[/h3]

[h3]Follow our official channels to stay up to date:[/h3]


https://store.steampowered.com/app/1016800/Chernobylite/