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Chornobyl Liquidators News

Devlog #5 Is it clouds of smoke in the sky?

Hello Liquidators!


This may be unexpected for you to see this news, but we want to share it with you!

Train Station Renovation - First Job will be available next week!

We are excited and we hope you are also as excited as we!


Firstly we want to thank you for your patience! We feel we need reward you this time you were waiting for the release game! For doing so, we are going to make some contests!

Second thing we want kindly to remind you that you can play a demo version ofcurse for free. If you didn’t - try it now!

We are preparing something special for that occasion, so stay tuned and follow us here on steam and social media!

About Contests



1. Enter Train Station Renovation store page and choose “Community Hub” over the logo and game description
2. Choose “Follow” on TSR Community main window on top.



As you can see above we want to give you a discount for the game on the launch day! If we hit 6k people in our group!


Check our social media to find more contests!



Chernobyl Liquidators Team


https://store.steampowered.com/app/1113010/Chernobyl_Liquidators_Simulator/

Devlog #4 Repairs and vibe

Hello Liquidators!


In today’s Devlog we want to share with you with some repair mechanics that you will be able to see in our upcoming game.

On 26th of April 1986 there was a catastrophic event. Nuclear power plant exploded causing devastating destruction around the site. Almost immediately Liquidators were dispatched in order to fight with fire, radiation and pollution.

As a member of this team you will face many challenges in repairing fusion boxes, making elevators working again or trying to establish radio communication. But how exactly will you be doing that? How will you achieve success in that kind of impossible work? Let’s look at the fusion box first.



As we can see in the picture above, we have a really clear notion how that kind of fusion box should look. We want to make sure our graphic, style and vibe will perfectly fit in those dark times. Old cables, ceramic power plugs, dirty wall.
Repairing will be a process where the player must find power plugs, then cut off electricity and connect cables itself to the fusion box. When we will bring back electricity, then we can move to another location using the elevator!



Now our elevator is working! We can go to the 14th floor. As we can see, this elevator was in use very often and probably is very old. Worn, dirty buttons pressed countless times, old panel. It seems that in the USSR they never take care if something is pretty or not - as long as it is functioning. We can say for sure that this elevator is functioning, because the button is glowing after we pressed it. But we might ask- why the14th floor? Answer is quite simple.



We need to establish radio communication! We must find a good channel where we will be able to report what we did. Maybe we will be looking for people that stuck on the 14th floor? Maybe radiation on the roof is too high? But let’s focus on the radio station itself.
As you can see all letters are in cyrillic. This is done on puropourse in order to give an accurate vibe and spirit of the USSR. All switches can be used and if you wonder what will happen after we establish communication then we can only say that you will receive new orders and will have to move to another location and liquidate effects of this catastrophe.

How about leisure, not all the radios are for issuing and receiving orders. Some music might be in order and for this you’ll be able find everyday items like this:




Just remember to have spare batteries with you.

That’s almost all from us this week. If you’ve liked the above graphics, you can download them for free (plus a few bonus ones) in 4K movs in the link below:
http://www.mediafire.com/file/j2tsbcvyc1ucvtr/Chernobyl_Liquidators_2D_art.rar/file

What do you think of this approach? Do you think that quality 2d still fits today's games (as we think that it definitely does)? Please share your thoughts in our ideas discussion thread here:
https://steamcommunity.com/app/1113010/discussions/0/1742268706827793597/

See you all next week!
Chernobyl Liquidators Team


https://store.steampowered.com/app/1113010/Chernobyl_Liquidators_Simulator/

Devlog #3 THE ATMOSPHERE

Hello again to our once-a-week developers log!


One thing which has to be nailed in a game taking place in The Zone (no matter whether it only just appeared or is few decades old) is the atmosphere.

It’s not easy to do right but we’re putting on the absolute top of the priorities list for this project.

The atmosphere - elusive as it is - is generally comprised by two main aspects: the visuals and the soundscape. In this dev-log we’d like to introduce you to our approach to this second aspect.

Thus enters Damjan Cvetkov-Dimitrov - our composer, mood master and long-time Stalker modding scene veteran. Damjan is responsible for the entire sound and music aspect of Chernobyl Liquidators - from the steps or breath of our hero, through various sounds made by our inventory items, up to the ambient produced by the polluted environment in which we’re doing our missions.

Below please find a sneak peak to this last aspect - the full version of one of our ambient tracks. Its 5 minutes long and is a great exemplification of the feelings and emotions that we want to incur in the players playing our game.
We have added a montage of photos to the clip - for good few months already we’ve been feeding ourselves such snapshots of Soviet landscapes. That’s because we feel that same as the CNPP catastrophe cannot be understood without looking at communist system as a whole, the uncanny atmosphere of deserted Pripyat and The Zone cannot be properly presented without taking inspiration from all the other similar cities - which one can find stretching through the half of the Globe - from the former East Germany to the Far East port city of Vladivostok.
We want the game to be our tribute to the architectural style that we love and many of us has grown in.

Now without further ado, please enjoy the clip:


[previewyoutube][/previewyoutube]


Take care Liquidators and see you all next week :)
CLS Team


https://store.steampowered.com/app/1113010/Chernobyl_Liquidators_Simulator/

Devlog #2 THE INVENTORY

Hello!

So as mentioned last week, we are back with fresh dev-log no.2 :)

Today we’d like to share with you our current inventory design. Or rather a character status screen combined with inventory. In CLS we’d like to go a rather old-school way of presenting the UI in the form of nice 2d, ‘hand drawn’ elements - inventory below and dosimeter last week where examples of this approach.

Below you please see the screen as it looks like now.

PART 1: Inventory screen



Obviously you see a lot of different bars and details on it.

Let’s break them down one by one:


In this screen you can see the items which are currently equipped or are being worn by the player. This area is divided by the parts of the body - so we have head, torso, legs, hands etc.

Each individual part of the ‘armor’ player wears delivers him some level of protection against outside dangers. These protections sum up - making the global protection the player has.

Some items also get damaged from the same sources (the more something protects players from certain damage source - the less it will get damaged from this source). When item gets worn down - its protection capability and other values dropdown. The combined protection the player has is presented below this screen in the form of bars:


Now going to the right side of the screen:


Aside from providing the player with protection, the clothing also provides him with means to carry his equipment around.

Each armor piece may provide a certain pattern of slots - which are able to accommodate items of various sizes which the player ha decided to take for the mission or picked up along the way.

As you can see we get detailed information in regard to the weight of the clothing pieces and items placed in its slots - which gives us the total weight of the section.

Note the bag on the bottom - this is the bag which player carries in one of his hands - thus the extra slots provided. This means though that he won’t be able to use two handed tool now. In such need the bag can be dropped on ground and will then work as portable stash.



These bars and values represent how effectively the character is able to move around and perform actions.

Total efficiency (TE) is the most important thing here - it is a result of character’s combined encumbrance (in relation to his personal ‘max convenient weight’ limit), his satiety (which drops down with time, based on characters activity) and accumulated radiation dose.
Total efficiency can also be directly boosted or lowered due to temporary effects (such as coffee or chemicals).

The value of total efficiency not only governs how fast the character gets tired doing stuff (every action or step has a certain stamina cost assigned to it which is affected by TE) but also certain animations or oven movement speeds or camera inertia are connected to it.



Finally in the top-left you can see the character’s overall health - which consider as general ‘possibility to go forward’: combining both physical and psychological factors into one bar.

Above are a short bio on the hero we are currently playing as and some general information on date, time and accumulated funds.

PART 2: Item descriptions

Now - the inventory contains items. When you hover your mouse over a certain item you see this:



These are item description windows containing all the information you need regarding the piece of equipment.

Note that the contents are contextual - the type of information given depends on the type of item you’re looking at. In case of tools it will provide information about its purpose or whether it requires any sort of fuel to operate (like certain cleaning agents), in case of armor its protections, wearing convenience and slots provided.

So - that will be all for today :)

What do you think about this inventory system design? Please share your thoughts in the forum thread dedicated to suggestions on the game:
https://steamcommunity.com/app/1113010/discussions/0/1742268706827793597/


Take care and see you all next week :)


Take care Liquidators and see you all next week :)
CLS Team


https://store.steampowered.com/app/1113010/Chernobyl_Liquidators_Simulator/

The journey begins...

Greetings fellow S.T.A.L…. oh sorry we meant greetings fellow Liquidators!


This is our very first dev log for Chernobyl Liquidator Simulator - a game that we’ve been working on for quite some time. As you probably guess - with this entry we would like to start telling you about it’s features (and needless to say we’ll do our best to provide you with some fresh info every week from now on), but first of all let’s introduce ourselves a little.

We are a small yet experienced team of polish game developers, comprised of all major specialities such as game and level design, programing, art, animation or UI design. Most of our members have extensive game dev background and multiple released projects under our belts. And those of us who do not (yet) - more than make up for it with talent and dedication.

Considering the setting our game is placed in - we’d like to put upfront that our biggest inspiration by far is what has been achieved by S.T.A.L.K.E.R. series of titles released something like 10 years ago by GSC Game World. We’d like to draw from the atmosphere and some of the gameplay principles of these fantastic games and bring as much of it as possible to contemporary technology that Unity engine provides us with.
Moreover some of our members have spent countless hours in past participating in the still-living modding scene of Stalker - having worked on some of the most acclaimed projects released to date.



So to say the least we have a quite strong picture in our heads of what a game focused around Chernobyl and The Zone should be: an immersive, atmospheric, complex, open FPP experience filled to the brim with this elusive ‘Eastern European’ spirit. This is our ultimate goal and we’re doing our best to get as close to it as possible. Which as you can imagine - is quite a task by itself.

Inspirations aside though - we’re working on a different project and there have to be some key differences between our title and these great games. Let’s point them out in short.

First of all the Zone is ‘fresh’ - the catastrophe has only just happened and people have only just left - there is no overgrown vegetation everywhere yet and severe decay has not yet touched every single human-made object throughout. No - we’re looking at a failed socialist paradise, an utopia that has only just ceased to be. Everything looks somewhat ‘new’ yet hauntingly empty. And deadly in places - due to the contamination from the just exploded reactor you can see still burning in the background.

Secondly - we have to approach the topic somewhat more seriously and have no real space for any sci-fi elements. We’re dealing with a ‘real’ Chernobyl catastrophe, which has not only claimed quite a few human lives outright but has also been a real trauma to millions. And even more has suffered (and still are suffering) severe health issues due to this disaster. It’s clear to us from the very beginning that a game based on such events needs to deeply respect these notions.
We should also never forget about the Liquidators themselves - there have been about 800 thousand people participating and risking their lives during the liquidation. We’d like to pay homage to their heroism and sacrifice they made for the good of us all.

Thirdly - we are making a simulation game about the liquidation action. Nothing more and nothing less. That means no combat - our goal is to decontaminate the environments (and perhaps do some side-activities) while doing all that is possible to stay healthy and protect our character as much as possible from the effects of radiation and other environmental hazards. This also means that we’ll be doing our best to make the game mechanically as deep and challenging as possible while sticking to realism whenever we find it doable.



In the end, I’d like to add that it’s great to finally be able to start showing you our work. However please be patient with us - we only want to give you a glimpse at things that are somewhat polished and actually presentable, so it might take us a while to be able to show you any actual gameplay or maps that we are building. This time we’ll surely come thought.

For now please enjoy our first entry which is the presentation of our hud Dosimeter.

Cheers to you all!
Chernobyl Liquidator Simulator team

[h2]Dev log #1 THE DOSIMETER[/h2]

Every game which is focused around a nuclear disaster should have a properly modeled radiation system and a way of feedbacking player about the level of radiation he is standing in and how much of a threat it is to him.

In our game every single spot on all of the maps has some level of gamma radiation assigned to it. In most cases it’s just a regular (albeit heightened) background radiation which is harmless to our character in the timescale the game takes place.

However there are also alfa, beta and gamma hotspots (usually created by overlapping fields of various irradiated elements scattered nearby each other or clouds of dust filling the air of some closed off room) which are way more dangerous

Player is informed about this danger by a variety of means, with the most important one being his suit-attached dosimeter which we have integrated into the hud.

Its current version looks like this:
[previewyoutube][/previewyoutube]

As you can see the dosimeter has two separate pointers:

the black one shows the amount of combined environmental radiation that the player is surrounded with - its end of scale is 200 x 1000 Roentgen / h - which is an extremely deadly environment, able to incapacitate a human being within seconds of exposure
fortunately we have a green pointer - it gives us an information of how much of this outside radiation is able to penetrate through character’s protection and actually affect his organism
the additional indicators below the pointers mark other environmental hazards than the radiation - that includes high temperature, bio-chem hazards, electric shock and low oxygen level.

In CLS you’ll have a variety of ways to protect yourself from radiation as well as other harmful influences. But remember - preparation and careful equipment selection is always the key…

Take care and see you next week!


https://store.steampowered.com/app/1113010/Chernobyl_Liquidators_Simulator/