Oles Shyshkovtsov talks about S.T.A.L.K.E.R.

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Mr. Teatime
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Oles Shyshkovtsov talks about S.T.A.L.K.E.R.

Post by Mr. Teatime »

<strong>[ -> Interview]</strong>

<b>Oles Shyshkovtsov</b>, the Lead Programmer for <a href="http://www.stalker-game.com">S.T.A.L.K.E.R.</a>, has given an <a href="http://features.moddb.com/95/">interview at MOD Database</a> about the game.<blockquote><i><b>modDB.com: We’ve heard a lot about S.T.A.L.K.E.R.’s revolutionary AI and “life simulation� system; what can you tell us about this, and how will modders be able to utilise this? </b>
<br>
<br>Oles: S.T.A.L.K.E.R. utilizes probably the most complex AI system to-date. The life simulation system enables any monster and NPC act on his own, independently of the player’s actions, on any game level. Thus, for every single creature we’ve got a full life cycle in action: they hunt, feed, take rest, sleep etc. Every creature and NPC in the game can decide upon the battle outcome probability and therefore make a decision on whether to attack you or run away. They base their decisions not only on facts such as your health and level of weaponry, but also on whether it is actually advantageous for them to attack another creature. This allows the player to virtually sit down hiding and observe life going on around – monsters fight with each other, Pseudo-dogs attacking a military patrol, stalkers hunting down a couple of scary Fleshes, survivors of a Blind dog pack run away from fierce mutant bore, a stalker got trapped in invisible anomaly and calls for help.. the list of events can go on and on and every time the player runs the game, the situation will develop differently.
<br>As for modders, they will be able to create multiplayer mods only for now. </i></blockquote>This reminds me a bit of <b>Trespasser</b>, though thankfully the breasts that double as a health gauge aren't in <a href="http://www.stalker-game.com">S.T.A.L.K.E.R.</a>.
<br><BR>Spotted at: <A HREF="http://www.oblivion-lost.com">Oblivion-Lost.com</A>
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S4ur0n27
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Post by S4ur0n27 »

I want that game D:

(Haha, owned Teatime's smiley protection D: )
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Post by fallout ranger »

My god, this sounds great.


A good example of AI in other games would be SOCOM. So what its a console game, the AI I think is still good. Oh, and air-to-air combat sims ususally have fantastic AI.
does this work
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Post by S4ur0n27 »

Much simpler too.
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Post by Sovy Kurosei »

Less interviews, more work on S.T.A.L.K.E.R. That is all I got to say on the subject.
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Post by jetbaby »

No, Sovy. XXXXXXXXXXXXXXXXXXXXXX-TREME your comment. FUCK the interviews. WE ARE HXC HARD FUCKING CORE GOD DAMN IT NO MORE INTERVIEWS MORE DEVELOPMENT. XXXXXXXXXXXXXXXXXX-TREME.
off topic? OMG YOU'VE BEEN CENSORED... yet you're still posting. MYSTARY!!!!

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Re: Oles Shyshkovtsov talks about S.T.A.L.K.E.R.

Post by Stevie D »

Mr. Teatime wrote:Shyshkovtsov
You're taking the piss!
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Post by S4ur0n27 »

Sounds like shish taouks.
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Post by Sovy Kurosei »

I don't ask it often, but I really, REALLY am curious as to how you pronounce that name properly.

And no eXtreme-ing my comments. I am not a marketting whore. Yet.
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Post by PiP »

Sovy Kurosei wrote:I don't ask it often, but I really, REALLY am curious as to how you pronounce that name properly.
heheh it's pretty simple i assure you, though the english speling is hillarious to a person speaking a slavic language. In roman letters (unlike Ukrainian alphabet) this name would probably go "Szyszkowcow", but the english counterpart gives you a clue how to pronounce it: shish-kohv-tsohv. (try to make 'ts' one sound if you really want to get an approximated sound)
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