Valve warns the Counter-Strike 2 readers on the first day: we will come for your accomplices
Listen to Counter-Strike 2 players: Valve released a warning that not only cheaters would be severely punished in the form of permanent banks, but also "accomplices" They will also be punished. What does it mean? We still have to find out from Valve, which, perhaps, intentionally does not disclose the details of this aspect of his anti-shack program in order to avoid bypassing bypass.
The warning appeared in the form of one line in the notes for the release of Counter-Strike 2, published yesterday on Steam. The very first line in the section "Matchmaking" reads: "If one or more party members are found guilty of cheating and permanently banned, all their accomplices (Orig: Associates) will be punished by the loss of the rating of the profile and rating CS".
The problem of cheating in Counter-Strike exists almost as much as there is Counter-Strike, both among ordinary players and on a professional scene. Over the past years, Valve has done almost everything possible to punish and dump the cheaters, and in Counter-Strike 2 she immediately took a tough position, refusing people convicted of CS: GO, in participation in the beta version of CS2.
But the new CS2 policy leaves one big question open: what exactly is "accomplice" in this context? Anyone who regularly plays with a caught chiter, or the one who accidentally gets into matches with Chiters? Or it could be someone who just ended up in the wrong place and at that time – was paired with a guy who seems to be a very good player, but actually uses khaki? "Accomplices" – so vague concept that it is impossible to unambiguously say about it. Perhaps this is done specifically – so that the players do not risk it, not knowing exactly where and how the Banghammer will fall, but this way to control the huge audience of CS2 seems inaccurate and troublesome.
The threat of punishment is not the only new way by which Valve is trying to wean players from cheating in CS2: in Premier mode, in which players compete based on the rating on the map, "Players with a very high CS rating are prohibited from playing with accounts who do not have such a rating".
Yes Yes. This game is a bunch of cheaters
A bunch of mother’s battleships for pixels, outs of one word, they also fly to a ban with inventory of 1kk and more, and also because of the cheatics)
And behind all your relatives))
Up to 7 knee curses I will apply xd
MB, ACITIONS – Those who were in Pati with Chiter
Why do you think so?
The warning appeared in the form of one line in the notes for the release of Counter-Strike 2, published yesterday on Steam. The very first line in the section "Matchmaking" reads: "If one or more party members are found guilty of cheating and permanently banned, all their accomplices (Orig: Associates) will be punished by the loss of the rating of the profile and rating CS".
Pfff. This is an ordinary old EMA of all FPS juster. What a game with "dishonest" The player will answer everyone in the match.
If you read it in your team – either you boil it, or leave it yourself. If you continue to play a round with a chiter in a team, you get a ban as an accomplice.
The same applies to Baguza and exploit.
If you see a violation, I must convey and leave the match. Continuing to play – share punishment.
There is nothing new. This is a long -hazardous practice. Moreover, not only in shooters. And in MMO this is practiced.
When I was captured in captivity 2 EU – everything was extremely fierce there in this regard. So he played for a pilot-tank and shot from one "hexa" another.
The reason was banal. After the closure of the English captivity – Chiteri poured out to Europe. The game, which was promised 11 years of support and e -sports was blown up in a week with all this. Well, the inconspes to "save" The situation began "linked" ban everyone. I mean. The entire Continent card is a certain size "Hexes" And each such hex – a dynamic database fixing fighters on a particular battlefield.
Tob you, there is a fight for "Biolaboratory" – One database of players. If someone with BL took off to the neighboring fort to cut off the connection of BL with the enemy warpheit, he is discharged from the BD of the Biolaba and fits into the database of her fort and so on.
Well, the outfits began to honor who played in what battle and just banks the people. If you, if 100 players were shooting up for the biolaba, all 100 will go to the ban, as there were 1 cheater or hacker among them. And so the game is fiercely empty. Now in the peak there is only 300-400 players in total. And then when there are events or updates. From past epic battles 200/200 or more, there was no trace left.
And I’m a tanker-tank and I do not care. If they storm bilaba, I get up so that you can throw high -explosion in the door from my hex with a canopy. If a technical platform, I get up so that a canopy flies into the opening between the gate. Power station – to throw out the landmakers to the generators of power fields and the upper hatch so that they do not bypass from above. And so I played on the tip of the Timmates. I haven’t seen where to fly. I was stupidly reported by communication and I took the amendment. As a result, he survived all this. But then it became not interesting to play stupidly. No online, and they stopped fighting the cheat. Nerfs, Nerfs, Nerfs and all more with them.
Stranded: Alien Dawn will receive a major update next week
A large new update of Stranded: Alien Dawn was announced the next week, and it will bring a number of new materials for the Survival Survival simulator of aliens. You can explore a completely new region full of unique flora and fauna, as well as use new mechanics, tools and much more.
Stranded: Alien Dawn went on sale in April, and has been in early access since last October. Now the developer of Haemimont Games is looking into the future, releasing the first major patch after starting the game, which is really quite large, largely thanks to the new Saltu region.
According to Haemimont, these are thick arid jungle, populated "diverse flora", and "new and exotic animals", specially adapted to the conditions of the jungle. A year in Salt is divided into humid and dry seasons, but there is no cold weather, which means that food will decompose faster and you will have to cool the survivors.
In addition to the new jungle environment, the update of Stranded: Alien Dawn will bring new mechanics that you have to compete. First of all, these are new flags of territories and working zones that will help you distinguish between zones where survivors can or cannot move. You can appoint survivors to certain areas, change their behavior depending on the environmental factors and much more.
New mechanics "The instruments of the survivor" also debut in this update. Now your survivors will have tools, including a set for survival, various tools for harvesting and trees, signal missiles, as well as a respirator for events associated with toxic ash. A new survivor with treatment skills is also added, which should perfectly supplement the dangers of the region Salta.
The exit of the update is scheduled for June 29, and on June 28, a live broadcast will take place on which Haemimont will tell you about what awaits you.
Silent Hill: Ascension acquired the release date
Currently, the development of Konami has several Silent Hill franchise games, including both new games and a remake of everyone’s beloved Silent Hill 2. One of the most striking projects is undoubtedly Silent Hill: Ascension, which is described as an interactive streaming series.
And now, thanks to the game page on the game on which the preliminary registration that has appeared in the Google Play Store, the players finally have information about the date of the project: Silent Hill: Ascensions will be released on October 31, and the first episode will appear just to Halloween.
According to the developer, Genvid Technologies, Silent Hill: Asceence is "A unique combination of streaming shows and video games, where viewers can affect the fate of the characters, worlds and stories that they love".
"The series talks about several main characters from different parts of the world, who are tormented by new and terrifying monsters Silent Hill. These monsters, hiding in the shadows, threaten to absorb people, their children and entire cities, since they are drawn into the darkness with recent killings and long -suppressed fears and guilt".
In Silent Hill: Ascence will be presented "Daily plot scenes where every day will differ from another depending on your actions and the choice of the audience". As the plot develops, the audience will be able to decide which of the characters will survive, who will be redeemed or convicted of their actions, and who will face terrible consequences. Follow the episodes of Silent Hill: Ascension can be both through the browser and in its own applications for all platforms, including mobile and consoles.
According to the insider Dusk Golem, Silent Hill: Asceence can be downloaded and watched for free, and monetization will be carried out through a subscription similar to the one on Twitch, where subscribers receive emoji, cosmetics and other bonuses.
Ascension – the first of the new Silent Hill projects announced by Konami. NoCode studio is working on Silent Hill Townfall, published by Annapurna Interactive, Bloober Team (The Medium, Layers of Fear) – over Silent Hill 2 remake, and Neobars Entertainment – over Silent Hill Fe, "a completely new story, the action of which takes place in Japan of the 1960s with the world, as beautiful as terrifying".
Phantom Liberty will improve Cyberpunk 2077, CD Projekt introduced a list of changes (updated)
Cyberpunk 2077: Phantom Liberty should be one of the most important premieres of this year. During the interview, several interesting things became known about what changes will offer an addition compared to the basic version of the game.
Phantom Liberty will present quite a lot of gameplay improvements that will be transferred to the basic version of the game. As the authors said:
The addition was a platform to improve the basic game. Our internal goal was to constantly balance production. This was expressed in the innovations in gameplay and in the perks. Now there are fewer perks, but they have become much more specific and powerful.
- All the main, basic mechanics of the game were significantly processed or updated.
- The complexity curve is different, the levels and luts are different, the types of enemies were processed for a greater variety.
- Updated user interface.
- A new, sixth attribute, biochip will appear in the addition, for example, there will be new skills for the blades of the Mother of God. To pump this attribute, you will need biochip glasses that can be found in Dogtown.
- Significant gameplay improvements will also be implemented.
- These include battles on vehicles – the player will be able to shoot, sitting behind the wheel of a car (by directing weapons through the windshield or windows), and on some machines their own weapons (gatling machine gun/rocket) will be installed). You can use your katana on motorcycles.
- Artificial intelligence was also improved.
- One of the main fruits of AI improvement will be a strongly improved police system that will make battles more interesting and believable.
- In addition to the main and side missions, the game will have a lot of minor tasks, as well as courier orders. Or for example, random cache will fall from the sky that need to be taken. However, to get them, you will have to participate in races. The world will also be enriched with many new secrets that are waiting in the wings.
- Mom Wells will celebrate all the Night Cuts that you can hide. At the same time, you will need to fulfill certain conditions, for example, hijack without damage while you are persecuted. There will be many options for this task, for example, you need to pursue the car and hack it remotely to steal.
- Cars can no longer be bought from fixers, as in the basic game. Instead, mom Wells has a site in the game where new cars will be added – and some of them are equipped with weapons.
Creative Director Pavel Sasco said that "There are very few systems that we have not changed or updated" and that they just need to leave the game in great shape. "We need to make sure that it will be accepted as well as possible".
Cyberpunk 2077: Phantom Liberty will be released on September 26 on PC and consoles Xbox Series X, Xbox Series S and PlayStation 5.
Metaphor: Refantazio seeks to become a “third pillar” for Atlus and is at the finalization stage
Over the past few weeks, we have not missed large announcements and updates of the games, and one of them, in particular, caused a lot of noise – MetaPhor: Refantazio. The epic role -playing fantasy game, created by the creative leaders of Persona 3, 4 and 5, is positioned as the next large ATLUS franchise, and fans of the Japanese company are looking forward to its exit.
In a recent interview uploaded by Atlus, the director of Katsura Khosino said that the team of developers of fantasy role -playing play hopes that the game will become "the third pillar" For Atlus along with Persona and Shin Megami Tensei.
After the worldwide success of Persona 5, I think, many people think about Shin Megami Tensei or Persona when they recall the two largest RPG ATLUS franchises. We wanted to create a third support for the studio with this game, creating a large -scale epic role -playing game in the style of fantasy, which we had never done before.
Of course, the expectation of this moment was long: for the first time the game was announced as Project re Fantasy back in 2017. However, Atlus said that the launch of a fantasy role -playing game is scheduled for 2024 – although it is likely that it will have time to go out at this time?
According to the gamer director, this is quite likely. In a recent interview uploaded by Atlus, after the story about the plot and setting of the game, as well as how it combines fantasy setting and modern aesthetics, Khosino also presented brief information about the development of the game, confirming that the Studio Zero development team is currently located In the process of finalizing the game.
As we continue to polish the game, we will disclose new information. "Please look forward to new news from us.
This, of course, is a rather brief information about the development, but, given the fact that Studio Zero switched to the development stage when it is focused on polishing the game, we can assume that the main part of the development cycle has already been completed. Let’s hope that this means that the game will really be able to exit in 2024, as expected.
When this happens, Metaphor: Refantazio will be available on PS5, Xbox Series X/S, PS4 and PC.
Insomniac Games improved costumes in Marvel’s Spider-Man 2 due to leakage
A few weeks before the official release of Marvel’s Spider-Man 2, the largest leak was held on the Web, which opened all the costumes for Spider-Man. The authors of the game from the studio of Insomniac Games quite modestly reacted to this, advising the players to beware of spoilers. But it seems that it was the leak that greatly influenced the output of the first update for the action even before its release. As it turned out, the developers managed to process some costumes.
Gamers who gained early access to Marvel’s Spider-Man 2 shared new screenshots from the game after the release of the patch. Judging by the images presented, the update was devoted exclusively to the costume of the main character. Some problems with details were fixed, and some outfits as a whole received a significant improvement.
As gamers note, all changes in costumes suspiciously coincide with what many criticized the game, seeing merged screenshots. Probably, the developers from the Insomniac Games carefully monitored the audience’s reaction to the leak and tried to correct the controversial moments to the release of the game.
Marvel’s Spider-Man 2 will take place on October 20 on PS5.
Even with the correction of this, many fell in love with this costume due to good rich colors and large lenses, and then everything is in the wire
This costume was waiting the most, but he upset me, some kind of lenses are not the same, they are even some kind of shrimp, and the spider on his chest should be black, and not white, then Orig threw off
But there are fans who made a mod on the NFP from the 2nd film Andrew Garfield, and this mod on the costume looks the same as in the film, but what the expanses did, 💩
I will even give an example that there is another mod for 1 part of Andrew Garfield, even there it is obviously visible where the mod is, and where they made the heads, I’m just in full 🤬
But I will still play for this costume, even though he didn’t go to me that they had done, I just find myself too much at Andrew’s suit
Where is the white spider? The same screenshots with different lighting. You are not a color blind by chance?
Sorry, apparently I’m blind and I can’t cure where the black spider is where the white
I just had the appearance that many costumes from films, many costumes in the game are not at all like what it looks in the film, so I find myself so strongly to the suit, excuse me, t.I wanted him to look like exactly exactly
I apologize, you ever heard about reflexes and glare from light on objects of objects? There are such concepts in the 3D graphics and in the properties of materials in particular, as Metallic, Specular and Rounness. It is they who are responsible for the quantity, quality and dispersion of the reflected light from a particular material. If you are straight in very simple words, then in the game the logo is more "glossy", what is necessary. Therefore, it looks "Not black", For there is excessive glare. This can be corrected literally with one slider. But, given the nature of the glow of the glare and the incorrect shading regarding geometry, I dare to assume that they also moiled with a map of the normals. This is more difficult to correct. In any case, you need to look in dynamics. According to the shakal shines by eye, such things are difficult to isolate and understand what exactly is wrong.
According to fans, the first Fable is one of the best role -playing games in history
Fable is a fantasy series released on the first Xbox, which, apparently, in the near future expects a full restart. After the release of the old parts, the next part was also announced, which is still in development.
And according to the GamingBible portal, in fact, the original Fable, created by Big Blue Box Studios and released for the first Xbox in 2004, is still in the hearts of fans. In the Reddit group, fans shared their love for the game, which came out almost 20 years ago.
In the original Fable there was one of the most beautiful atmospheres, ”wrote the user ExtraterRestrialsoul, starting a discussion in this topic. I know that Fable is not an perfect game, but I like its atmosphere and medieval setting. The artistic direction distinguishes it from all other role -playing games. I think an important role is also played by the defiant and magical soundtrack. The game has a huge charm. I really hope that they will not spoil the new Fable game, because the original occupies a special place in my heart.
Original Fable – one of my favorite Western role -playing games. Arena zone is my beloved, ”answered Redxiii1888.
I completely agree, the original was a fabulous atmosphere, which is simply indescribable. This made the world an interesting place for research, even if the gameplay was a little boring. Elementary, – wrote singh853.
Fable was one of my favorite games, and the quest of the dark -collapse of the leadership of the merchants always made me be nervous, ”said Hamncheese.
So far, the new Fable does not have a release date, but we know that it will be released on PC and Xbox Series X | S. In addition, PlayGround Games has already told her fans that they were not tolerated to show them "All the wonderful that they created".
Yeah, the sincere game turned out.
Then they are fans. But what would not be said to this?
The same, I’m not a fan, but I think that Fabeel is very unique and interesting RPG
Not fans will again lick shit 3
Like not a fan, I will say that Gothic is the best role -playing game
how not a fan I think The Sims is the best role -playing game
But they were in vain. In the sims, the roles are very well worked out
There was just what he expected to see Legashi in Hogwords, but alas, they didn’t bring it there. Namely, the fact that at the beginning the hero is a small stellar who lives his carefree childish life. Then he grows up and goes to school. There he studies his first skills. Then growing up again and now he is a young man, passes an exam on an adventurer and embarks on wanderings, perform quests. Then he is put in jail, he runs out of it, being already a yellow person. Then a little more wanderings and Makhach with the main boss. Then you can put on his mask yourself and become a villain or throw it out and remain a hero. Yes, the game does not have a huge now fashionable Openvurld, but she does not need him. After all, the majority of the people in real life live their life, without leaving beyond their Mukhosransk, moving their body between several locations. Kindergarten, school, university, work, grocery magazes, house. And so to the very end. And the first plot is just about this, about the living of the usual life of an adventurer in the fentassian world. And it was this concept that she took. Because games with such mechanics can be counted on the fingers.
After all, the majority of the people in real life live their life, without leaving beyond their Mukhosransk, moving their body between several locations. Kindergarten, school, university, work, grocery magazes, house. And so to the very end.
But this was now a shame 😢
And there was also a lamp and cozy atmosphere in it. Before that, this is only in Medievil on the first dog.
This is about the running skeleton? Dene Fortescue?
Yes. Much later, I found out why Fabel gives Medievil so. The soundtrack wrote the same person.
In the sense of the same? Medievil Paul Arnold and Andrew Barnabas wrote, and to Fabel a certain russell shaw which I do not know by any other games
Damn for sure. And where did I get it from?
But the music is very similar.
Took place on PSP in 2007)))
I read the news and I just remembered the music from the game).
Look, this is the famous Kuroshchup! You, like, feel the chickens?
Fabel is one of the best games of all time for me, periodically all the parts I am inverse
1 fable is one. Did not do more such games.
Unique fairy -tale RPG, rethrite only that with industrialization the series has lost this fairy tale.
Yes this is true. 5 times played in it
I remember was very impressed after passing 1 part and hoped that their ideas were evolving, and there would be many more masterpieces. I represented how the topic with the birth and growth of the hero (from a baby/child to an adult hero, and then the old man) would improve even more in the new part. I hoped that in the future they would release something like this:
– Ideally, I saw how the player creates an approximate character, which then grows and develops depending on the actions of the player. We get a baby that grows every game year.
– You can skip and miss years or try to do a maximum for each year of the hero. Extend the years of life with elixirs or get old.
– The physique of the hero changes depending on the characteristics and affects his actions in battle. For example, pitching in armor so that it was difficult (almost impossible) to knock down, but it would be more clumsy, and dodger, on the contrary. Or create a magician who prepares in advance for battle with the help of spells and works out the strategy ahead of the drill (harvesting runes-traps in advance, or from afar, a large badabum is cast).
– Scars from battles. Can be removed with elixirs or leave. I would also add cuts off with subsequent prosthetics or restoration using expensive magic/elixirs).
– The world and NPS are also changing over the years. Ideally, the seasons would have changed..
– The player is provided with a big open world (as in Gothic 3, The Elder Scrolls or something similar).
– Improved compared to 1 part of the battle system. Multiclite of the character.
– Mounts or vehicles.
– The level and characteristics of the hero do not affect his age, but affects the attitude of others.
For example, if you are wars with a powerful physique, so that the NPS is noted. Or if you are a magician. If you have a magician+wars, then it’s generally a different reaction.
As it would affect the battle. For example, your hero is higher than opponents of levels at 20-30 and you use something like skill mass agrais+an increase in attack ("The thirst for murder"). If you are much higher than others in level, then they begin to scatter or nervous in fear, someone can paralyze from fear, but if you are approximately equal or the enemy is stronger, then in response to this skill a strong enemy will only laugh. It’s not so difficult to realize all these mechanics for experienced developers, there would be a desire, but it will look very cool in my opinion.
I wanted to play something like that. But the foot went somewhere in the incomprehensible side, moving away and farther with each new part (until I finally parted with hope and scored a bolt on it), plus it is an exclusive cartilage.. = _ = Although today such a game, provided that the high quality of its implementation could be no worse than Baldur’s Gate 3.
And I remembered. I played a little in 3 part, but something she didn’t go and deleted something at all.
Diablo 4 players are already starting to enrage that Blizzard is constantly climbing with its nerfas, without offering anything useful
There are such ruins Erid in Diablo 4, a dungeon that was a great place for pumping thanks to the abundance of elite enemies. Throw it out of your head, because the ninth Blizzard update is a nervous dungeon, as a result of which the amount of spavna of the elite fell sharply, and you will have to work hard to get additional paragon points after the level of the 50th level.
Hotfix was released on June 12, and made changes aimed at "Standardization of the density of elite monsters that spawn in dungeons", to make sure that "No specific dungeon is clearly more effective for passing than others". In short, in places such as Erida, there will no longer be noticeable more elite monsters full of XP and Luta than in other gloomy holes Diablo. Fans, as expected, are not enthusiastic.
Sabredit Diablo 4 is already crowded with dissatisfied players: several topics devoted to complaints about patch were scored thousands of likes and various Reddit awards. One of the most popular is the theme of Audiorejectz, entitled "Racks, we run around the dungeons to get the level, because XP sucks everywhere!". In the message, which at the time of writing the article scored more than 5.7K likes and ten awards, Blizzard is criticized by the fact that instead of improving the alternative sources XP, Blizzard cuts existing.
Audiorejectz claims that the reason why Diablo players, especially solo, continue to return to XP farms like Erida, is, "that XP is in any other place, it’s crap, everything is simple". Further, the topic says that "World bosses, nightmare dungeons – all of them need Buff on XP" So what "It’s a shame when Blizzard makes the level more and more difficult, especially for player solo".
Judging by the number of likes, these moods are widespread in the Diablo community. The most popular comment by the user Recovery_water notes that "D3 went through the same thing, the players demanded more density, in the end they gave it in the form of rifts, and this turned out to be very popular". The subsequent comment from Entreric agrees with this: "This game has not learned anything from d3. We go through the same cycle".
Anger is not limited to one topic. A theme appeared in another place called "Stop lowering the density of mobs in specific dungeons! Improve the density of mobs in other dungeons!" From the user under the nickname Devious1 scored about 2.5k likes and a long stream of comments. STOIAN40 theme "Can Blizzard stop the nerd any fun/good dungeon in the game?" Sicked 1.7k likes, and a topic called "Enough nervous, start bragging" from Janus408 scored 1.2k likes. The topic dedicated to the announcement of the hotfix also represents the raging sea of discontent.
The community of community is quite fair. It is unpleasant to feel that every patch of the game takes something from you, and does not add, and it seems that the understanding by the players of the game and its mechanics is punished. Maybe XP Fermes in the game and need some adjustment, but it would be nice if Blizzard provided some gingerbread in addition to the whip. Maybe in hotfix 10?
Disco Elysium was supposed to get Ubisoft or Microsoft, the creator of the game reveals new details
A number of new facts associated with the scandal around ZA/UM and Disco Elysium became known thanks to the video materials of PEOPLE MAKE GAMES. During the interview of Chris Brother with Robert Kurvits, important, but unconfirmed messages appeared in the context of dismissal of the initiator of the entire project and the universe "Elysium".
Kurvitz allegedly revealed the main reason stated in writing (the document, unfortunately, was not shown) by which he was kicked out of the corporate structures of ZA/UM. He allegedly tried to steal and sell intellectual property in the form of Disco Elysium to serious third parties. Immediately after indicating this reason, the developer denied that such an act took place on his part.
Kurvitz answered ZA/UM accusations with a simple question: "What companies I had to offer the IP in question?". During the discussion, names such as Ubisoft and Microsoft were mentioned between the parties – that is, really serious market players. It was even indicated that with one of the leading developers Obsidian (a studio that has been part of the Xbox family for some time), Josh Soyre, contact was made. Chris Bratt contacted the developer in question – Soyer clearly replied that there were no negotiations.
However, after several months of research, Bratt learned that there were rumors on the sidelines that Kurwitz allegedly contacts the sale of IP with Larian Studios, the creators of Divinity: Original Sin and the coming Baldur’s Gate 3. The journalist wrote to the Belgian developer, but in a response letter he learned that he was refraining from comments on this issue.
ZA/UM claims one thing, Kurvitz claims another – the entire judicial struggle rotates around this conflict of visions, opinions and interests. Therefore, at the moment it is difficult to judge this case. However, one significant incident should be cited, which was mentioned in the documentary by Peter Sunen, the leading technologist ZA/UM. Kurvitz allegedly made him an unusual and risky proposal from a legal and professional point of view. He asked him, at least, according to Sunenen, to make the source code accessible for unscrewed use. The programmer did not fulfill this request – as he himself put it, this could affect his future in the studio.
Thanks to PEOPLE MAKE Games, we definitely know more, but this is still not enough to unequivocally answer the question of who tells the truth in the dispute about Disco Elysium. The above information, although contradictory, nevertheless shows that the scale of the entire conflict goes far beyond the scope of a small independent studio or even the Estonian financial market, turning into a global scandal for the video game industry. If only to assume that Ubisoft and Microsoft were also drawn into this whole thing – even for a moment.
City Car Driving 2.0 – Developer Diaries #5
In the fifth diary we will tell you how we create game mechanics. In the first diary you have already seen part of them.
Most of the mechanic is written using a visual programming system Blueprint engine Unreal Engine.
How the automobile gas station works
The player arrives at the gas station, drives up to the hearing column, depending on the type of fuel and side of the fuel tank hatch, the event is triggered Overlap.
- Event OncomponentBeginoverlap It is called when the player hit the trigger of the gas station, further logic is launched.
- Macro Cartagsrefuel receives data from the car, what is the type of fuel, and on which side it has a fuel tank hatch.
- Macro Datarefuelcolumn receives data from macros Cartagsrefuel, and compares them with the specified parameters of the gas station.
- Function SENDINGDAGASSTATION forms and sends all data to the logic of refueling.
- After the formation of the data, the refueling script is initialized.
The initialization of the script has been completed and the script signed up for the event Refuelstatus Through the node BindEvent to refuelstatus.
Now that this event will cause any other place, the event in our script will work. It is called Event Dispatcher.
- As soon as the event to which the script is signed worked, post-event is called Refuel And the check chain is launched.
- First, checking the state of the variable Refuelbuttonhovered (Pressed button or not) through the node Branch. This Node checks, whether the verified value satisfies with any specified conditions, in this case, a check for whether the value of the variable is the value Refuelbuttonhovered Truth or lies. If the button is pressed, the check is successful, t.To. the variable returns the value of True (truth), and the chain continues.
Checking through macro Checkstatuscar, inside which the following is checked:
- The first two nodes Branch Check if the engine is drowned out and whether the parking brake is installed. If the check passes, Macro misses the course of the script further.
- If the conditions are not fulfilled, then Macro simply waits for the performance of actions through Delay (Node of a temporary delay).
Next is checking and performing actions through macro Tankfilling, inside which the following is checked:
- A variable confirmation of the refueling is initialized and is set to the value False (LIE). At this stage, our script is already ready for the end of the gas station.
- After, the current fuel level is recorded in the variable Backupfuellevel and stored there until the end of the gas station.
- In the variable Fuellevelconverted Previously, the level of completeness of the tank was formed in the decimal structure, t.e. The level of the tank is measured not in liters, but in shares from 0 to 1. After that through the Noda Branch It is checked whether the tank is filled to 1 whole.
- Next is the script through the node Branch again checks whether the refueling button is still pressed.
After previous checks, a number of executive blocks are launched, in which clean mathematical operations occur with an interval of calculations equal to 0.1 seconds.
- Block AddlitreinProgressbar Anims the level of filling of the tank inside the button "Refueling". The current value of the tank is summed up with fuel supply force.
- Block Displayfuellitre sends to the user interface the number of refueling.
- Block Addfuelincar adds fuel to the car of the car. Every 0.1 seconds are sent to the value of the tank level by 0.1 liter of fuel.
- Block Filledfuel calculates how much the player flooded the fuel into the tank. The value of the previously given variable is taken from the current fullness of the tank Backupfuellevel.
- Block Sumlitre forms and distributes data on refueling, sends data to the logic of refueling and to the logic of the car.
As soon as the player releases the refueling button, he has the opportunity to complete the refueling process and confirm the amount of refueling. When the completion button is pressed, the logic of confirmation is performed.
- In the previously specified variable Backupfuellevel a new value of the tank level is recorded.
- The user interface is closed.
- A user message about a successful refueling is issued.
How the maintenance station works
Когда игрок заезжает в зону СТО, инициализируется скрипт логики СТО.
- Function SetClasswidgetrepairStation creates a link to a class interface class inside a hundred.
- Function Setclasswidgetrepairstationstatus creates a link to the class of car status.
- The script is subscribed to the event Repairnded To get the player’s exit event from a hundred.
The player drove into a repair box, the logic of collecting and forming data for use in further chains of logic is launched.
- Function Sizemodewidget triggers the mode of full access to the functions of one hundred. Then we display the mouse cursor on the screen, the variable is responsible for this Showmousecursor
Challenge of the event Adddetailist launches a logic chain that forms and sorts the parts of the car in the user interface
- Through the design Foreachloop There is a redemption of all values from the array Partslist. This is an array that contains a list of all car parts.
- Further, each part is divided into separate values, which in turn are sent along the paths they need to the corresponding variable.
- Function Createwidget creates an interface element into which the previously obtained values from the list of parts are transmitted.
- Inside the function SorterDetailist The resulting parts are sorted according to various functional blocks: "Body", "Chassis", "Electrician", "Engine".
- Function Sortressourcedetail sorts a list of parts by the degree of their wear.
- For further calculations for each specific part, the variable VehiclePart writes out data on the name of the part, the degree of wear and duration of the repair.
Challenge of the event Adddetailimage forms a block of visual display of the status of a car.
- Through the design Foreachloop Again there is an overkill of all values from the array Partslist.
- Further from the data on the part, we get its image through the design Break Structure_partdetail.
- Through the function Addchild a new place is added in the user interface unit, to which the image is sent.
- We get a variable Detailimagebrush From the created place in the interface unit, to which we send the previously obtained image.
- Function Setcolordetail sets the color of the sent image, depending on its wear.
Challenge of the event Activatemodeui activates the regime of interaction with one hundred.
- Function Setinputmodeuionly sets a condition under which the player can only interact with the user interface.
- Function StopmovementimMedialy stops the physical simulation of the player’s car.
- Function SetViewtargetwithblend Changes the observation camera for the player. The current camera turns off and switches to the Camera STO.
In the event Senddatarepair The function is caused SendingDatarepair, which sends data about the player, car and details to the user interface.
At the current stage, the player can fully interact with the service station, see the status of the car, check the integrity of the parts, fix each part separately, choose several details for repair or immediately in one click to fix all the worn parts.
- Event Buttonrepairpressed_event It works if the player has clamped the selection button of a particular part. In turn, this event causes the logic of the repair of one part. The selected part is checked inside the logic and is repaired, the value of wear is reset.
- Event PartSelded_event works if the player has put on a specific part once. The selected part will be recorded in a check sheet for subsequent repair.
- Event Buttonrepairedetails_event works if the player has put on the button "Repair the selected details". This event checks what details were chosen by the player when the event was triggered PartSelded_event and performs a function similar to the repair functions of one part.
- Event Repairfulldetails_event works if the player has put on the button "Fix all the details". The logic will check all the details and find those whose resource is below 90%. Further, all these parts are sent to the repair function.
After the repair is completed, the player can leave a hundred. In this case, the script will perform a number of final logic:
- Close the MOST mode. The player can no longer interact with the user interface.
- Clean temporary variables.
- Clean the lists of parts and details about the details.
How the car wash works
The system initialization system on the car wash is identical to other interactive objects. As soon as the player drives up to the sink and presses the interaction confirmation button – the gates open and the signal lamps light up and light up. At this stage, the washing awaits the car in the washing box.
We have implemented a system for tracing rays in a car wash instead of animations prepared for each car. This allows you to unify the logic of work, regardless of the type and shape of the car. In fact, with this implementation, logic works correctly with absolutely any object that enters the washing box. Invisible rays monitor the shape of the body and control the movement of all mechanisms.
- calculates the length of the beam, which will track the shape of the body, and also checks the radius of the brush so that the geometry of the brush does not intersect with the geometry of the car.MacrosestimationVectortrace
- "Shoots" a beam to track the point of its intersection with the geometry of the car body, after which it sends the coordinates in which the intersection occurred, then.Function bylineTracebyChannel
- receives the obtained coordinates of the intersection and moves the brush to this point.Function
Ray tracing is used in the logic of all movable mechanisms of the washing complex:
- Washing brushes
- Washing machine
- Washing in nozzles
Also, on the car wash there is an opportunity to skip the process of car washing, for this we added the opportunity to drink coffee.
- works when the player clicks on the button "To drink coffee".Event Clickedbuttoncoffee_event
- will fulfill logic once, without the ability to press the button repeatedly during the current session of the sink.Operatordoonce
- calculates the possibility of using sipping.Macroscalculatecoffee
- , the implementation of which triggers the process of missing the washing. The screen is darkened, the brushes return to the starting position, the washing box is turned off. Having received approval from the macros, the event phorcended is called
After the car washing is completed, the degree of body pollution is discarded, the gate is opened. The player can now continue the game by leaving the washing box.
How the garage works
The garage is the only place where, when entering the zone, the player must fulfill the full stop of transport, namely:
- put the car on a hand brake;
- turn off the headlights;
- drown out the engine;
- to unfasten.
This is realized as follows:
- receives a link to the car, and also checks its initial state. When entering the garage, the player has a widget with a list of necessary actions.Blueprint
- When the condition changes, it transfers through the interface what parameter it has changed and what.
- After that, a new state of the car is noted in the widget and it is checked whether the player fulfilled all the conditions.
- And if all conditions are fulfilled, the main logic of the garage is launched.
Here the player’s car is added to an array of garage machines (under the zero index), and the player himself gets the opportunity to use the functionality of the garage.
Bed – allows you to rewind time, causing a function in a separate class that controls the time at the level.
- Addtime – Function in the classroom LEVELTIME, the increase in time to the current state, which the player indicated in the widget.
In the next issue, we will not talk much and prepare for you a set of screenshots of the project for the entire development of it.
Development diaries come out every two weeks. Do not miss!