Обзор how to survive third person standalone

Обзор how to survive third person standalone

Обзор how to survive third person standalone

We have been listening to your questions and concerns about our new How To Survive: Third Person Standalone game and have some answers for you here in our FAQ. We hope this FAQ answers your questions and we look to continue to give you the best game possible.

Why Third Person? How did you come up with the HTS Third Person Standalone idea?

During the development of HTS top view, some team members, during their spare time, made a camera test to see the graphics of HTS with a third person camera just because they enjoyed a more immersive point of view. It was completely unplayable, with many bugs (impossible to aim, with many objects or NPCs appearing or disappearing in the camera, slow, etc) but it was possible to move the character with a third person camera. At that time it was just a fun experiment.

After the release of HTS Storm Warning Edition, someone did activate this camera again and an improvised and informal meeting started, we remembered some comments from the community and we decided to show it to 505 games (they had never seen it before). We reworked it for a couple of days and, late in 2014, we organized a meeting at 505. We decided together to develop this version.

How did you change the graphics?

HTS top view uses single direction camera displaying the action from a far distance.
We had to add all items and objects that were hidden or invisible, as well as separation elements to clearly show the frontier between playfield and inaccessible zones.
All textures and geometry was reviewed to be displayed from a closer point of view.
Vegetation that was created to be seen from a fixed pov was reworked and parts, hidden with the previous camera, had to be added.
Playable characters have now up to 4 times more polygons and new texture sets.
All shooting and moving animations have been changed; also some animations were added or reworked.
Collision modelisation is now much more accurate and has up to 5 times more polygons; you are now aiming in 3D and want to be able to shoot between two planks of wood!
.
This isn’t an exhaustive list but gives you a good idea of the changes.

How did you change the code?

We decided to keep Windows XP and DX9 compatibility in order to not exclude any previous owners of HTS.
We wrote TPS controls for mouse/keyboard and for paddles.
We had to change the aiming and animation system.
Aiming is now in 3D and the gauge style headshot gameplay has been replaced (now you need to target the head to do a headshot).
We needed to change the damage localization system (it was a single cylinder on HTS, now all zombie’s limbs are handled).
We wrote a new visibility system to define what should be displayed or processed and we developed a new enemy spawning strategy.
Sounds are now managed in 3D.
We had to develop a cascade shadowmap system to replace the standard shadow map (not acceptable for FPS or TPS camera).
We wrote a DX9 version of Jimenez MLAA, to reduce the aliasing and we developed a dedicated depth of field effect in order to provide feedback on weapon ranges.
We added slow motion when player is aiming in order to keep aiming bonuses provided by weapons or buffs.
Many small things have been fixed/reworked or added to work properly with the POV change (strings to bows/crossbows, boomerangs, UI, etc).

How long did it take to develop this version?

Approximately 6 months for a full team composed of programmers, 2D and 3D artists, animators, level designers and QA.
The game is, now, fully playable and we are doing the final modifications, final fixes and improvements.
A full external QA team is currently testing the game in order to get the game fully ready for the 2nd of July.

Why is HTS Third Person a standalone game and not a DLC of HTS Top View?

There are many reasons, one of them is that the game code would have been difficult to maintain. We made a lot of changes and would have probably broken the original game many times and, most likely, need twice the development time. That would have accounted for a lot more of QA to get both versions stable and coexisting in the same game.

Another important one is that we would like to reach new players that would never had played HTS because of the top view camera. We have read some comments of people saying «Oh HTS is a top view, I don’t like top view, I’m only playing FPS or TPS game, so not for me!».

On the economic side (yes we know, we should not speak about money not hurt anyone’s feelings so we’ll keep it light) and based on our experience, affordable or reduced price DLCs rarely pay off their own development and publishing costs but it’s a good way to keep implementing new content in the game and keeping the game alive. Eventually, they can be bundled on Special Editions with the game and the free updates (as we have done), to keep growing the game without compromising its financial viability. I guess the DLC mode would not have allowed this version development

So we agreed with 505 games to offer the third person version at a price of a DLC for owners of the original HTS and, at the same time, offering a preorder discount to people who have never played HTS before. Not forcing them to buy the original game.
So it’s up to you, if you already had HtS you can get it for just a few bucks, if you are new to the community you’ll have to pay a little more…

How different is HtS TPS from the original game?

Top view games and Third Person games provide very different experiences.
With a top view, you have a better vision of the action, it’s more tactical and it offers a unique multiplayer experience as you can see your teammates and your character.
With a closer point of view and the new 3D aiming system, it’s more immersive, personal, action-based, intense and challenging, you will need to be prepared to die, die and die!

Do Eko read the forums?

Oh YES. We read them all the time. We just try to not interfere in your discussions. This time, it’s a little bit different, people were making questions and assumptions and we felt we needed to give you more information so you have enough data to make up your mind. We’ll continue to monitor and update this FAQ if necessary.

Thank you for reading,
Take care and watch your back!

Советы для новичков в How To Survive: Third Person Standalone. Часть II

Здесь, точно такой же принцип, но более упрощённый. Вы не видите индикатор прицеливания, а только сам прицел. Однако, судя по всему он есть. И чем дольше вы целитесь, тем лучше. Проверено и подтверждено, что если вы сразу же после того, как прицелитесь выстрелите, то высока вероятность, что стрела/пуля улетит в сторону от противника.

Этот совет всегда актуален. Представьте, Вы нашли очень важный и полезный предмет, но инвентарь забит. Я, Вы, да и многие другие, хранят там вещи, оправдывая это тем, что это вещи «на всякий случай». Но попадания в такую ситуацию можно избежать, простым оставлением ненужных в данный момент вещей в ближайшем убежище. Я думаю, не многие могут догадываться о том, что оставленный ВАМИ лут, не пропадёт с течением времени. А вот лут, что вы не подобрали с врагов, пропадает через какое-то время.

Но заранее предупрежу. Это работает часто, но не гарантирую, что работает всегда. По крайней мере меня, это ещё не подводило.

Возвращаться на прошлые острова очень полезно. Мало того, что там можно насобирать лечебных растений, которые идут на вес золота, так ещё и патроны, так как противники там имеют меньше здоровья, и с ними легче расправиться. Это полезно персонажам, имеющим умения, которые увеличивают шанс выпадения патронов.

В игре есть два вида предметов: восполняемые и не восполняемые. О первых сейчас и пойдёт речь.

Восполняемые ресурсы, появляются на своих местах, чаще в рандомном порядке. Однако, существует время, при котором они восполняются со 100% вероятностью. Этот совет направлен на то, чтобы Вы понимали это время, и возвращались на места, в которых находятся те или иные предметы. Чаще всего, к восполняемым относятся растения и органические вещи, такие как кости.

Но есть довольно простой вариант. Просто время от времени перемещаться между островами. Таким образом восполняемые предметы, точно восполнятся.

К не восполняемым предметам относятся почти все предметы в игре. Инструменты, компоненты для крафта, ёмкости (но это не точно), и другие.

Однако надо помнить, что восполнение предметов, не единственное, что появляется на своих местах. С течением времени, появляются и противники. И почти всегда, они могут заспавниться прямо у вас перед носом. Помните это.

Последний совет, скорее не совет, а предупреждение. Если Вы, как и Я, думаете, что если закрыть дверь в убежище, перед выходом, то там не появятся противники, то это не поможет. Противники всё равно, будут там спавниться. И это уже конкретный недочёт игры. Просто, помните это, и будьте готовы к тому, что даже в убежище, на вас могут напасть.

Вот такой получилась статья. Спасибо за то, что читаете и оцениваете мои статьи, это действительно помогает. Если вам понравилось, оценивайте и оставляйте комментарии. Так же, можете переслать статью. Надеюсь, мои советы, кому-то окажутся полезными. Всем удачного дня!

Советы для новичков в How To Survive: Third Person Stand-alone. Часть I: Разбор персонажей

Перед началом игры, вам дадут на выбор четверых персонажей. (Да в этой версии игры, их сразу 4, в стоимость игры, включены все дополнения).

У всех них, разумеется, свои особые умения, которые внесены в общее древо навыков. У каждого персонажа своё количество особых умений. Но до начала игры, Вы их не узнаете. Я вам кратко их распишу.

Способность, которая увеличивает шансы попасть в голову. Эта способность, является улучшением способности «Счастливая пуля».

Способность, которая увеличивает шанс нахождения патронов на телах врагов на 50%.

Способность, которая увеличивает шанс нахождения предметов на телах врагов на 5%.

Совет по прокачке: Как по мне, лучше вначале получить навыки «Смертельно счастливая пуля» и «Кто выжил, тому повезло». Дальше, можно получить навык «Летающая бомба».

Способность, которая позволяет создавать улучшенные стимуляторы, повышающие такие параметры, как: параметры и сила. А так же зелья, которые дают дополнительную защиту.

Способность, дающая возможность при создании стимуляторах, получать дополнительный стимулятор.

Способность, которая увеличивает количество стимуляторов, которые можно уместить в одну ячейку в два раза.

Способность, которая увеличивает получаемый опыт за убийство врагов, в ночное время суток. Даёт увеличение +25%.

Способность, которая увеличивает урон, наносимый врагам в ночное время суток. Даёт усиление +50%.

Итог: Это чистый персонаж поддержки. Отлично подойдёт для совместного прохождения. Некоторые умения сомнительны.

Совет по прокачке: На самом деле, если Вы играете в одиночку, то навыки расширяющие отсеки под стимуляторы, да и сами стимуляторы, вам будут не особо нужны. Подойдёт прокачка до умения «Дитя Луны», а дальше уже в урон от огня и взрывов.

Способность, которая позволяет создавать улучшенные бензопилы.

Способность, позволяющая создавать огнемёты.

Способность, которая увеличивает получаемый опыт за убийство врагов огнём.

Итог: Персонаж, с упором на огненный шторм. Но имеет минус в стрельбе. Более играбельна с огнемётами и бензопилами.

Совет по прокачке: Тут выбора особо нет. Просто прокачивайте умения, ведущие к бензопилам и огнемётам.

Способность, позволяющая создавать самопальные арбалеты.

Способность, позволяющая видеть на карте животных, в радиусе 40 метров от персонажа. Отображает оленей, нанду и тапиров.

Способность, позволяющая видеть растения для гербария на карте, в радиусе 40 метров от персонажа.

Итог: Персонаж, специализированный на арбалетах. Увеличенный урон от огня. Быстрая перезарядка. Почти как Джек, но только Кенджи.

Совет по прокачке: Здесь, Я могу посоветовать, прокачиваться в арбалет, скорость перезарядки и Молотовы. Умения «Ботаник» и «Последний охотник» не особо полезны, если вообще могут таковыми быть.

Вот такая получилась статья, спасибо, что дочитали до конца. Если вам понравилось, оценивайте и пишите комментарии, рад буду ответить на них. Во второй статье, будут другие советы для новичков. Всем удачного дня!

Обзор how to survive third person standalone

We have been listening to your questions and concerns about our new How To Survive: Third Person Standalone game and have some answers for you here in our FAQ. We hope this FAQ answers your questions and we look to continue to give you the best game possible.

Why Third Person? How did you come up with the HTS Third Person Standalone idea?

During the development of HTS top view, some team members, during their spare time, made a camera test to see the graphics of HTS with a third person camera just because they enjoyed a more immersive point of view. It was completely unplayable, with many bugs (impossible to aim, with many objects or NPCs appearing or disappearing in the camera, slow, etc) but it was possible to move the character with a third person camera. At that time it was just a fun experiment.

After the release of HTS Storm Warning Edition, someone did activate this camera again and an improvised and informal meeting started, we remembered some comments from the community and we decided to show it to 505 games (they had never seen it before). We reworked it for a couple of days and, late in 2014, we organized a meeting at 505. We decided together to develop this version.

How did you change the graphics?

HTS top view uses single direction camera displaying the action from a far distance.
We had to add all items and objects that were hidden or invisible, as well as separation elements to clearly show the frontier between playfield and inaccessible zones.
All textures and geometry was reviewed to be displayed from a closer point of view.
Vegetation that was created to be seen from a fixed pov was reworked and parts, hidden with the previous camera, had to be added.
Playable characters have now up to 4 times more polygons and new texture sets.
All shooting and moving animations have been changed; also some animations were added or reworked.
Collision modelisation is now much more accurate and has up to 5 times more polygons; you are now aiming in 3D and want to be able to shoot between two planks of wood!
.
This isn’t an exhaustive list but gives you a good idea of the changes.

How did you change the code?

We decided to keep Windows XP and DX9 compatibility in order to not exclude any previous owners of HTS.
We wrote TPS controls for mouse/keyboard and for paddles.
We had to change the aiming and animation system.
Aiming is now in 3D and the gauge style headshot gameplay has been replaced (now you need to target the head to do a headshot).
We needed to change the damage localization system (it was a single cylinder on HTS, now all zombie’s limbs are handled).
We wrote a new visibility system to define what should be displayed or processed and we developed a new enemy spawning strategy.
Sounds are now managed in 3D.
We had to develop a cascade shadowmap system to replace the standard shadow map (not acceptable for FPS or TPS camera).
We wrote a DX9 version of Jimenez MLAA, to reduce the aliasing and we developed a dedicated depth of field effect in order to provide feedback on weapon ranges.
We added slow motion when player is aiming in order to keep aiming bonuses provided by weapons or buffs.
Many small things have been fixed/reworked or added to work properly with the POV change (strings to bows/crossbows, boomerangs, UI, etc).

How long did it take to develop this version?

Approximately 6 months for a full team composed of programmers, 2D and 3D artists, animators, level designers and QA.
The game is, now, fully playable and we are doing the final modifications, final fixes and improvements.
A full external QA team is currently testing the game in order to get the game fully ready for the 2nd of July.

Why is HTS Third Person a standalone game and not a DLC of HTS Top View?

There are many reasons, one of them is that the game code would have been difficult to maintain. We made a lot of changes and would have probably broken the original game many times and, most likely, need twice the development time. That would have accounted for a lot more of QA to get both versions stable and coexisting in the same game.

Another important one is that we would like to reach new players that would never had played HTS because of the top view camera. We have read some comments of people saying «Oh HTS is a top view, I don’t like top view, I’m only playing FPS or TPS game, so not for me!».

On the economic side (yes we know, we should not speak about money not hurt anyone’s feelings so we’ll keep it light) and based on our experience, affordable or reduced price DLCs rarely pay off their own development and publishing costs but it’s a good way to keep implementing new content in the game and keeping the game alive. Eventually, they can be bundled on Special Editions with the game and the free updates (as we have done), to keep growing the game without compromising its financial viability. I guess the DLC mode would not have allowed this version development

So we agreed with 505 games to offer the third person version at a price of a DLC for owners of the original HTS and, at the same time, offering a preorder discount to people who have never played HTS before. Not forcing them to buy the original game.
So it’s up to you, if you already had HtS you can get it for just a few bucks, if you are new to the community you’ll have to pay a little more…

How different is HtS TPS from the original game?

Top view games and Third Person games provide very different experiences.
With a top view, you have a better vision of the action, it’s more tactical and it offers a unique multiplayer experience as you can see your teammates and your character.
With a closer point of view and the new 3D aiming system, it’s more immersive, personal, action-based, intense and challenging, you will need to be prepared to die, die and die!

Do Eko read the forums?

Oh YES. We read them all the time. We just try to not interfere in your discussions. This time, it’s a little bit different, people were making questions and assumptions and we felt we needed to give you more information so you have enough data to make up your mind. We’ll continue to monitor and update this FAQ if necessary.

Thank you for reading,
Take care and watch your back!

Обзор how to survive third person standalone

We know we’ve been very quiet lately and wanted to write a note to you all. Last months have been frantic. We finished the last DLCs and compiled the Storm Warning Edition. Unexpectedly we moved to a new office closer to central Paris. Packing all our stations from 16 years of development and setting it up again allowed us to consider How to Survive in perspective.

We started the game back in 2011 and by October 2013, as we were about to release, we had many questions: Is the game working as we planned? Does it look how we wanted? And more important of all, will players enjoy it?

But eventually we had to push the button and make the game live, crossing our fingers and leaving ideas in the drawers…

The reception was good and we thought we’d bring some of those ideas back to make the game we want but, even more, the game that you’d want. So we gathered feedback in the forums and set up a survey to get a global vision over individual thoughts. We brought that content progressively across 2014, always within our possibilities.

(No, guys… we are not doing a Massive Multiplayer Persistent Arctic World. At least not yet. No, we are not planning to recreate a wolf-infested New York either, maybe in the future…)

And we want to thank you all for your help and support making the game!

But one of the ideas we got reading your comments was still flying around: How would the game look and play from a different perspective? We have very clear in our minds that How to Survive is an isometric universe, and want to keep it like that, but we though “What the hell, why not? Let’s give it a try”. So we ran some tests and we were surprised by how a closer and lower 3rd perspective created such a different experience, but we realized that it wasn’t just a matter of repositioning the camera. It needed some strong adjusting on many fields to make it work. And that accounts for a lot of resources.

And still we decided to develop How to Survive: Third Person Standalone. So players could have a different experience on the HtS archipelago, less tactical and more “in your face”. After extensive discussions, in which we decided it was going to be an independent single player experience featuring the original game, the free updates (backpack extension, tombstones, achievements, etc) and “Kovac’s Way”, “Hello, my name is Nina”, and “One Shot Escape” DLCs.

We knew at that stage that we couldn’t include multiplayer features, “El Diablo Islands”, “Heat Wave” or “Barricade!” DLCs without jeopardizing other developments. But we feel the outcome is definitely worth the effort.

Hope you enjoy it! Thanks again for playing and stay tuned for exciting news.

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