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Chernobylite Complete Edition News

Weekly Report #125

Before we start the report, we would like to share a reminder that Chernobylite was nominated by the Polish section of IGN to fight for the title of "Best Polish Game" of 2021. All nominated titles have a chance to win an audience award in that category. Please vote for Chernobylite! The voting lasts until June 5. Thank you for all your support!



[h3]Hello Stalkers![/h3]
In the last post we elaborated on how the Chernobylite world was born and what was the origin of the idea of dividing it into several areas. Today we will explain why we put the open world idea aside and what it has to do with technology. We will also share how dividing the map into smaller parts benefits the player.

You need to understand that in Get Even we had more freedom when it came to creating the world, unlike Chernobylite, where we had to reflect the real world. Additionally, the world presented in Get Even was closed and very linear. This means freedom of arranging the levels according to our will, but also the necessity of dealing with many complex technical aspects, like: how to open these levels, how much physical space should we give to the player, etc. In addition, we had to somehow make moving through endless corridors more attractive by putting some items here and there, adding events. We also needed to figure out how random they should be.



In the case of Chernobylite, we focused on a semi-open world. Why didn't we put the entire Zone into the game right away? Because it is way too big. People associate this place with photos and videos that show the most interesting places in the Zone, and these are only a fraction of the whole area. A big map means big problems. Preparing all this content so that running from one end of the map to the other would be interesting would require a lot of work. We preferred to focus on a few specific and most characteristic places and refine them to such an extent that they would look amazing and be fun to explore.

We have a lot of materials from the Zone itself. For some time we even had a problem sorting them properly, there were so many of them. We had entire walls covered with photos to feel the atmosphere of those places. We also had scans and videos. Thanks to all this, we were able to capture the atmosphere of the Zone, so it almost felt real.



Okay, we've divided the Zone into several characteristic places. But how to encourage the player to explore them? In this case, we've done our best to ensure that the player has several paths to choose from, no matter where they are on the map, and each path leads to something different. From one path the player will see a building they can enter, another one is in an alley, and elsewhere they see a powerful radar in front of them. It encourages the player to progress and explore in search of all the things that we have hidden on the map. We can almost guarantee that every time the player visits, there will be something interesting for them to find. It can be some resources to collect, an event, or perhaps a scary opponent.

This way, the player is rewarded for their decisions and wants to continue exploring the map. Each piece of the level has been designed with the player in mind, so that exploration makes sense.



You already know the reason why we gave up the open world from the design perspective. Now, it's worth clarifying this issue from the technical side. Making games in the open world is expensive and requires a proper approach to gameplay. We wanted our game to be more intimate. Additionally, you have to remember that Chernobylite is a game created by a very small team, even many times smaller than the one that worked on Get Even - the size of 30 people! The downside is that you have to make compromises. A lot.



Making an open world game requires a lot more attention to the optimization and performance of the game as a whole. If we decided to give the players the entire zone, large pieces of it would probably have to be generated longer. We know this because we tried to do it, but in the end the quality did not satisfy us enough to go this way. That is why we preferred to achieve maximum quality rather than forcibly create an open world. In other words: it's better to create something small and have full control over it than to create a huge project that will be buggy or not working at all.

Whether or not we made the right call, in the end will be decided by the players.

[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/

Win free Chernobylite keys and survival kit!



Stalkers!

Stalkers! You can now win a Chernobylite key, DLC's and an awesome Survival Kit inspired by the game!

All you need to do is to discover your inner Michelangelo.

Join the All in! Games Discord and head to the contest channel for more details: https://discord.com/invite/5NzG2XkHmA

[h3]The Survival Kit includes:[/h3]
  • 1 game code,
  • 1 glowing stick,
  • 1 chernobylite crystal,
  • 1 creepy doll,
  • 1 gas mask,
  • 2 A2 posters and 1 A2 game map,
  • 1 Art of Chernobylite album,
  • 1 Game Feature booklet,
  • 1 T-shirt that glows in the dark,
  • 1 bag,
  • 1 branded metal ammo box,
  • old documents, badges, and pins.



Weekly Report #124

Before we get to the main course, we have a special announcement! The editors of the Polish edition of the IGN nominated several Polish games to compete for the title of the "Best Polish Game" of 2021. Needless to say, Chernobylite is one of these games.

But this is just the beginning! Each nominated game also has a chance to win an audience award in that category. And at this point we count on your help! Please vote for Chernobylite! Voting lasts until June 5. Thank you for all the votes!



[h3]Hello Stalkers![/h3]
Frequently we’re getting a lot of questions from you about the world of Chernobylite itself. For example, why did we decide to divide our game into several smaller areas rather than designing a fully open world. To fully understand our decision, you need to go back to the very beginning. In the next reports, we will be presenting the origins of the idea for dividing the Zone and how we translated this idea into something interesting to the players.

As you probably know, the idea for Chernobylite came from our earlier project - Chernobyl VR Project. We got very interested in Chernobyl, more and more the longer we were traveling there to collect data. We decided that this is a great place and the virtual tour itself is not enough - it was worth making a game there. Furthermore, we had a lot of scanned materials, over time we gained experience with photogrammetry so it would be a shame to waste it all without doing anything else with all this background.



In addition, the very fact of creating a horror game in Chernobyl triggered the imagination of players more than a psychological thriller, the action of which was set in a psychiatric facility (in Get Even, we used a public facility for the mentally ill, founded in 1838 in Owińska and operating until World War II). So we already got the amazing foundation and a location. After that, there was the question how to transfer the Zone to the game.



The scans we did in Chernobyl offer a surprising quality comparable to what can be seen in AAA games with a lot less workload. But it’s not only rainbows and sunshine with photogrammetry, there are some limitations and obstacles with this technology. One of them is the huge amount of memory used - each scanned wall of a building is another texture, the meshes are very complex and many other elements that together weigh a lot. If we decided to include huge locations in the game, they would take up an awful lot of memory space and impact the performance really badly.



In addition, we ourselves - as game developers, but also as players - were a bit tired with the open worlds, where we spend most of our time running around huge maps back and forth, while the actual gameplay takes only a small percentage. All this resulted in the decision to divide our game into specific stages and focus on the essence of the game - on the gameplay that we would refine as much as possible.



But it's not that the idea just suddenly came out of nowhere. It took us a while to think about how to convince the gamers, who are used to open worlds, that what we are doing makes sense. In the end, the solution was brought to us by... reality. When we enter one of the highest floors of the unfinished reactor in the power plant, we can see practically the entire area of ​​Chernobyl and Pripyat. While standing there admiring the beautiful view, we asked ourselves a question: what if the player had such a view every day, and from this perspective they could choose the place they would like to go to? They could also see directly how their actions affect the whole world, without having to run from one end of the map to the other.



This solution also allowed us to circumvent certain technical limitations that usually result from open worlds. But we will tell you about this and the benefits for players of splitting the map in the next section.

[previewyoutube][/previewyoutube]

[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/

Weekly Report #123

[h3]Hello Stalkers![/h3]
In last week’s report we talked about the weather in Chernobylite. You can read about why the game has four weather conditions and how they affect the "decor" of the Zone and the overall atmosphere in the post below:

https://store.steampowered.com/news/app/1016800/view/3199255277322232884

But as we mentioned, there is another weather phenomenon in the game just as important: the dark Chernobylite Storm.



The Chernobylite Storm occurs when a player remains at a given level long enough. In an instant, the sky darkens, lightning starts striking the ground, creating flames in these places. The Chernobylite storm is not only an unusual atmospheric phenomenon, but above all a warning - here comes the Black Stalker, in all his glory. He moves from place to place, wielding a powerful weapon that can cause considerable damage. He has one goal: to get rid of the player.



Okay, everyone knows that. But no one really knows what the story is behind the Chernobylite storm. Why did it arise, how did its concept change, and how does it relate to the Black Stalker? We will answer all these questions today.

From the design side, we set ourselves two goals: to make the player feel the Black Stalker's breath on his neck all the time and to emphasize that the only place that is truly safe is the base. In general, the idea was for our nemesis to be constantly present in the gameplay and for the player to reasonably manage the phases of the day.

At the very beginning of designing the game, we placed a watch in the upper right corner that counted down the time until the appearance of the Black Stalker. Also, this character was very powerful to make the encounter with him suitably traumatic. Unfortunately, this design choice was very poorly received by the players, because it only gave the feeling of a "time limit", after which the antagonist appears and murders the player. Among the critics, there were a lot of supporters of slow exploration for whom this solution was unacceptable. One thing is worth emphasizing here: it was not a time limit. It was a feature that was not fully understood.



Therefore, we decided to modify it a bit. We weakened the Black Stalker and threw the watch away in favor of something more immersive - that is, a brewing Chernobylite Storm. Its occurrence can be predicted by observing the sky, and even slowed down with a special device built on a map. Everyone liked this solution much more because it was unique and visually attractive. The Black Stalker, on the other hand, could be defeated, escaped, or heavily delayed.



[h2]WARNING SPOILERS[/h2]
But the question is, what does the storm have to do with the Black Stalker? Well, you have to remember that Black Stalker was treated with chernobylite, so he can only move freely between places where its concentration is high - i.e. a power plant and a storm. Such conclusions could be reached by collecting information about the Black Stalker. It is thanks to them that you can understand how the Chernobylite world works.



[h2]Chernobylite nominated for Digital Dragons awards[/h2]
We are extremely proud to announce that our game - Chernobylite has been nominated for four Digital Dragons awards this year:
  • Best Polish Game
  • Best Polish Game Design
  • Best Polish Game Art
  • Best Polish Game soundtrack

Thank you for the recognition and nominations. The award ceremony will be part of the Digital Dragons conference this Monday, May 16th! Wish us luck and keep your fingers crossed!



[h2]Meme contest[/h2]
We have a contest for you where you can win game keys and an Autumn Dread Pack on PC, PS4 / PS5 or Xbox One / Series. Details can be found on Facebook and Twitter.

Hurry up. We are waiting for your applications by Sunday.

[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/

Win free Chernobylite keys!



Stalkers!

We have a set of free keys for Chernobylite for you to win! Solve our riddle to get it.

Join the All in! Games Discord and head to the contest channel for more details: https://discord.com/invite/5NzG2XkHmA

[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/