This Single Player Tarkov Game got a MASSIVE Update
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- Опубликовано: 17 май 2024
- Road to Vostok's latest public demo is a massive overhaul that gives us a glimpse at real gameplay, and it's VERY impressive.
Check out the demo on Steam store.steampowered.com/app/19...
#roadtovostok - Игры
Thanks for testing! :)
awesome work sir. keep it up, ill be waiting for each update
I can’t wait to play. Take my money plz. 😊
Really needs toggle leaning.
toggle aim would be great as well
Without the full body awareness, the immersion for me is cut by more than half... Hope that would be fixed later down the line
I've started to use GoDot for a handful of projects and I gotta say, this dev is absolutely insane! GoDot might be lightweight but it's damn powerful if used right. I guess the latter can be said to any engine out there. Even UE5
The workflow is absolutely amazing too, the scene and node system is easy to understand and yet incredibly powerful, I genuinely wish other software integrated similar systems.
@@toasterenthusiast6188 agreed
UE5 Blueprints merge the UE powerhouse with an easily comprehensible node system so you don't need to even learn coding. GoDot is great, but I just can't help but say that this game should have been dev'd in UE5. It's the better engine for this type of game, bar none.
@@RuneFireOG I see what you mean. He's got to work his way around the limitations of Godot but it's doable. I mean we can see that right here
Yeeeees!
It's really shaping up well. I hope it fully lives up to its promise.
Great to see the work being done here getting some appreciation. I'm thinking maybe the transitions are gonna feel similar to Tarkov extracts. It's basically just a prettier version of the same thing we have with a timer or the "jump in a lift" - lift drops a level and passes us through transition trigger (we have atm) and reaches the bottom/top just as that load completes and we step out into the next zone. There's even a blank screen excuse as we step into/onto something that's lit but it then loses power, we drop in the darkness and land, or crawl through the murk to a dim light - having to open the door or open the sewer to get useful light and reveal the next stage. It can be covered up as such but even if it's as simple as a door and a loading screen or what we have now - I don't think it'd make much serious difference to my experience. It's more where the persistence lies for me, come the final product - can I stash ammo or meds in a game and return to them later - either by marking a container as a personal stash or by having special stash spots, or is it going to be a "transitional wipe" of loot, loose or otherwise, that isn't in our Attic stash. Love the need to move through the maps though and not just jump to our base.
One thing i wanna say, levelcap, your mic always sounds so full. I love it
I like the gameplay. Looking forward to more mechanics being added.
amazing take on this Level
I’m so stoked for this game
It is crazy how good this is
Hey LevelCap: there is a limitation on the engine, originally this game was being made in Unity. So this update was a complete rework!
Honestly the movement looks nice
The base mechanic sounds a lot like the VR game "Into the Radius."
You have to backtrack everywhere you go in that game too, but you can eventually unlock shortcuts to your base from various waypoints around the map.
As long as the spawns aren't static, then backtracking just like in STALKER is fun even
This is going to be awesome, I have been watching this game closely since the first video released from the dev.
Love the map traversal, this is exactly how I play stalker anomaly no fast travel, base set in cordon with a halfway stash in rads👍 fantastic for immersion
Im 01:30 in and i can imagine cap being unhappy with the red dot/scope housing 😂
I couldn't understand what you meant by clean transition, I couldn't get what you wanted instead of what's in the game exactly
I could never play this, for some reason my PC couldn't load the demos properly and it was all blackened glitched out screens. But I've been following the development and it's insane how much progress the dev has made by himself. Also having a very clear vision for it and not straying away from it.
Torille🇫🇮🇫🇮🇫🇮
Would be cool to see a world map, PDA, and quests etc. Its defo very similar to stalker and think it should borrow more ideas! (minus the monsters) But perhaps Bears?
What this game is proving is instead of being overly ambitious and biting off more then you can chew the dev is doing one thing at a time, polishing those core elements. Instead of having a 100 different janky mutant, human, robot, and zombie enemies he's got like 3 versions of humans so he can focus on their AI and make sure to polish them up so they are fun and challenging to fight.
epic
"massive" it's still a demo, an awesome and fucking sick demo, but still a demo. can't wait till they are all done!
It looks really good! Wish the best of luck to Antti! Hope it has the same single indi dev success as Stardew Valley and Minecraft!
I hope you got some chips with your batter 😊
Also check another game comming out from solo developer called Vladik Brutal
some stalker a life systems would be good
I don't like the idea behind a permadeath zone.
Permadeath is fine as long as it's an option. This is just locking content behind a barrier I don't want to, and never will, cross.
Especially in a game like this where looting is a big aspect of the game.
Permadeath raises the steaks of everything, there's actually a risk now with permadeath.
@@OperatorMax1993 Why is losing save progress not good enough now? I know we have to have stakes but why not let players play at their own pace? Should be an option.
This game is not for cowards
@@sean7221 Should be an option. What about disabled people? What about partially blind or colourblind people?
I get that this game "isn't for casuals" but people have lives outside of these games, we can't always spend 6 hours a day learning everything and becoming gods at every game.
It's a tactical looter shooter open world survival. If some loot requires risking our whole save then that loot becomes instantly less valuable to the casual gamer.
Permadeath should ALWAYS be an OPTION for those willing to risk more for a more adrenaline fueled experience.
Unless it's a dedicated rogue-type game. But this game ISN'T rogue-type.
This needs a mp mode
We already have so many multiplayer games. Maybe but I don't know
that sprint speed needs work
Godot let’s goooooo !
Antti? Is the dev Finnish?
Yes
seems like he got the basics done and now the game needs actual content to play
hope the movement gets better, it looks like operation harsh doorstep cheap movement.
Looks great but if there’s any form of monsters/zombies/anomalies/etc. then im jumping ship.
Well good news is you won't have to worry about that since there's none (with the exception of wildlife maybe but not sure)
Played the demos as well and they are all better made and more fun to play, then some of the other EA indie tactical FPS titles like "Direct Contact" which is probably the worst EA title played ever played, since early access became a thing etc. Imo EA games are just ripe with abuse these days. Thankfully this dev seems to know his business, as these demos prove that.
this makes the day before look like a sad children's project. One guy made this?!
Not just that, but the dev is actually a actual dev with experience (similar to Madfinger games having legitimate devs with experience)
Lvlcap, you are not playing HELLDIVERS?
He's more RUclipsr/game dev now. Like does he even play games for fun anymore? I guess being a Dad takes alot of time, kids are more important than content
You guess? I’m sure Games are more important to some ppl with kids bcos I hear it on line gaming all the time. Kids be in the back ground wrecking the place. those Poor neglected kids.
As much as I really want this guy to succeed, we have to be very careful not to overhype the game before any real kind of real release. Small indie games that have been very good in their own right have been destroyed by being overhyped early on and the huge influx of popularity is good in the beginning but quickly overwhelms the game/developer. Battlebit is a good example I think. Games like this need to start almost unknown and gradually grow and find its natural player base. This then allows the developer to generate income, maybe expand the team gradually etc and grow with the game and player base demands.
I highly suggest checking out the website. Road to Vostok is in safe hands :D
Torille!
You’re batter
KeanuReevesPointing.jpeg
Hello 😊😊
ive being with you from BB3 from the start
BURANA! TORILLE!
YO WHATS HOMIES HANDLE ON TWITTER MAKING THIS GAME IF HE NEEDS HELP WITH ART
To be fair it's kinda a shame you don't mention the game name in the video title - it's and indie game ffs, you'll get your views anyway
Torille
The quality downgrade is definitely noticeable between engines
It's to be expect when still learning Godot. There are aspect you need to program a bit or us a plunging from the community, or will be added in the next update. There are videos of folks that had more time with the engine that push the visuals further, so the dev at the moment is focusing on the gameplay and content.
first
Honestly, what you're saying here is nothing new - if you're a PC gamer. Indie-games have always been big on PC and you'll always find something new, quirky or outside of the box on Steam.
These never ending beta-tests on Steam from these "indie" studios is just frustrating as someone who plays on a console (no, I'm not getting a PC because my hobby isn't video games) because they never finish the damn product. And yet (!) some people are totally fine with that, but hate the "games as a service" concept.
Honestly, what you're saying here is nothing new. Keep playing console games. And don't take it too seriously
Comments like this make me realize how stupid people can be
@@lax-8543 yeah, unfortunately these types of comments exist on the Dev's official channel too
You guys need to start being up front with indie devs and let them know when a game looks boring.
Yeah we get it, good job making a game all by yourself. But what was the point, why should we care? This looks bland, all that work for what? You gotta make it interesting...
I'm not, talking about cutscenes or graphics. I'm talking about art and presentation.
Since Stalker is the reference, I'm assuming the dev is Eastern European? How about.... instead of the game being in a generic Arma/PUBG forest, Make the game take place in a deserted eastern European city or village? Add monster, ghosts or chernoboyl references or whatever... people are possessed and try to kill you and when you kill them they disappear because spooky but in reality the game engine deletes dead bodies after a while.. but your rolling with it and improvising.
I apologize, but a game having a sole developer isn't impressive anymore. What's impressive is the art design or creativity of the game.... is the game fun? Is the game interesting?
Yeah... no offense to the developer, I'm actively following the devlogs and it's interesting to see how he progresses, and, sure, the premise isn't half-bad, but the actual gameplay loop seems to be shoot shitty ai people -> loot -> kill more ai. The graphics are also very underwhelming, looks very dated (the Unity version looked a lot better and a UE version could look waaaaay better). Having tried the first demo, the gunplay felt somewhat goofy (you can see the scope sway in this video) and... I don't know. But, good on them for building hype and having the big guys advertise it. Will be a nice cash-in for a passion project.
The dev is finnish and game takes place on a borderzone of Finland and Russia.
the gameplay is quite fun even in this state. and he has said he will add different kind of maps, towns etc. you should check out his youtube channel where he explains alot about the game and his vision, you might find it interesting.
Perma death?
Guess ill just watch this on youtube instead
It's free to try!
It's not exactly perma death, you can save the game going into the shelter and store things in the crate in case you die outside of it, only thing is that when you die you lose your inventory, wich for this demo isn't bad, it makes you play more since after some time you have such big invenntory you don't know what to do
@@lax-8543 It's perma death on certain maps. It's indicated by a skull on the top right
@@lax-8543 plus it raises the steaks and adds risk
this game sucks lol
free game engine = easy for cheater devs to crack
🇮🇱🇮🇱 we are the best!!
❤
Gay
@@woodybear3823 netangayhu
at warcrimes? Sorry, but you're only number two behind the U.S. of A.
Looks boring, looks like every other indie shooter that single devs are making. Nothing new, nothing special.
Try it instead of talking shit when you know nothing, it's completly free
@lax-8543 look at poor soyBoi getting all offended and sensitive, no need to try this crap in a sea of the same exact games getting spat out every month. None of these offer anything new or different. I know nothing? Okay nostrodomus lol
Nice logic, by applying that to other games is Duke Nukem a Doom copy ? Lol you should actually do research and play the game
Can you stop overhyping games? The game looks bland and boring. Graphics look really outdated and we should be honest with the dev so that he can ACTUALLY IMPROVE. If you just give only positive feedback then there will be no room for improvement. I get that you are trying to get views with exaggereted titles but I am really sick of youtubers hyping indie "games" like this and then when it comes out everyone is disappointed. I am not trying to be mean I am just being honest so that the dev gets some real feedback and not just a pat in the back.
so were basically just gonna avoid looking at all the technical achievements this dev has actually achieved…
also the game is a TECH-DEMO right now of course its gonna be bland
@@freewhirlo77 Read my comment again.
@@overchargedguy yeah, now read my comment again
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