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roadtovostok

roadtovostok

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roadtovostok posts

Dev Update (26/02/2023)

Hi!

Just a quick update related to the next dev build. I just polished some of the new features, so tomorrow night I will be sharing the dev build for you.

Dev build features:
- Updated Recoil System
- Updated Weapon Audio
- Winter Options
- NVG / Image Intensifier Example
- Optic Settings (Rail Move / Reticle Brightness)

ps. I decided to skip this month live d...

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NVG (Image Intensifier)

NVG (Image Intensifier)

Just finished implementing the first iteration of the NVG (Image Intensifier) filter that will be really useful at night time.

The filter tries to mimic IRL medium-tier military image / light Intensifier which intensifies bright materials and light sources. The downside is more image noise and less clarity + if you try to use this during day time, there's a possibility the equipment might...

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New Item: Gas Canisters

New Item: Gas Canisters

I'm now recovered from the flu (related to last update) and starting to get back into daily the development.

Here's new utility item that will be really valuable for field cooking purposes. These gas canisters can be found in two sizes and they can be combined with portable stove burner piece which then provides you "on-the-fly" cooking abilities and other advantages when it comes to boi...

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Dev Update (23/02/2023)

Hi!

I've been sick for the past three days (just a normal flu), but I'm now starting to recover and by tomorrow I should be back in the development.

This was actually "perfect" timing for this, because next month will be quite busy in terms of development and this would have caused some potential timeline issues then.

The next devlog / live dev session is going to be toward...

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Optic Settings

A little addition to the modular attachment system.

Rail Position [CTRL + Scroll]
Now when you swap an optic to the rail, you can move/slide that attachement on the rail and choose your preferred position.

Reticle Brightness [ALT + Scroll]

If you have an optic which has adjustable reticle brightness IRL you can now manually change that bri...

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Weapon Audio (Update)

Hi!

Just wanted to give a quick update to the weapon audio situation. There's now a massive audio upgrade coming in the next month and after this all weapons for Public Demo 1 v2 will have the new audio.

Here's an example of how many audio files / elements this audio upgrade will bring to the game:

Mosin Nagant

  • Mosin_Nagant_Fire (.wav)
  • Mos...

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Screenshot: Patrol Helicopter

Screenshot: Patrol Helicopter

Hi!

Here's a first look at the Patrol Helicopter in the Border Zone.

I just implemented the first set of helicopter/searchlight mechanics and I really like the vibe that this is going to bring to the border crossing.

- Antti (Developer)

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New Item: Duct Tape

New Item: Duct Tape

Here's another utility item that will be useful for multiple crafting related recipes.

Loot Challenge: 53/100

- Antti (Developer)

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New Item: Matches

New Item: Matches

Here's one new utility item. In Public Demo 2 there will be item requirements for certain actions like lighting a fire, so you will need matches or lighter for that.

Loot Challenge: 52/100

- Antti (Developer)

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Vostok Assets Vol.2

Vostok Assets Vol.2

Hi!

Here's another behind the scenes look to some of the new Vostok related assets.

I will be covering some details related to these screenshots and the Vostok side in general in next livestream and devlog.

- Antti (Developer)

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Public Demo 1 v2 (Update/Patch)

Hi!

Here's a quick summary of how I'm planning to update the Steam demo.

The major milestone for this year is Public Demo 2 but like mentioned before, I will update the Steam demo (Public Demo 1) at least once before that second demo.

Starting next month, I will be focusing on making that v2 update. This demo update will include features such as:

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New Item: Field Rations

New Item: Field Rations

Here's some new consumables and cooking items.

Like in the military, Road to Vostok also offers a looting experience where you can try your luck to find the best field ration menu.

What is your favorite menu?

MENU 1
Apple Cinnamon Porridge
Pasta Carbonara
Mediterranean Pasta with Chicken

MENU 2
Rice Pudding with Strawberries
Pasta Bolognese
Indian Chi...

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Water Tower (Vostok Map)

Water Tower (Vostok Map)

Here's also some behind the scene models for the certain Vostok map which will be playable in Public Demo 2.

Made by RE3MR.

- Antti (Developer)

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Patrol Helicopters (Border Zone)

Patrol Helicopters (Border Zone)

Hi!

I thought I would share something that I will plan to implement in Public Demo 2.

Since the Border Zone contains these dangerous crossing points to Vostok, there have to multiple threats that are going to amplify that tension and experience of crossing the border.

One threat element that will be in the Border Zone is patrol helicopters that fly over certain crossing point...

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Road to Vostok x RE3MR (Vostok Assets)

Road to Vostok x RE3MR (Vostok Assets)

Here's a little peek behind the scenes.

Road to Vostok has started a collaboration with an extremely talented artist who is currently working on the assets for the first permadeath Vostok map.  

This map will be playable in Public Demo 2.

If you want to check out RE3MR's other work here's few links:

https://reemr...

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Shipwreck

Shipwreck

Hi!

Here's a few dark and spooky screenshots from the Shipyard map (underwater).

This point of interest is pretty deep beneath the surface. There will be some air pockets and reasons to go there in the future...

- Antti (Developer)

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Shipyard Asset: Barge (A)

Shipyard Asset: Barge (A)

Here's a quick showcase of one assets for the Shipyard map that I just added. There will be three different barges for this map (A/B/C) and these will be visually theme elements for this map since they fairly large and scattered   though different areas.

I'm currently really liking with the visual style of these photo texture assets. At first, when I decided that I will not use ...

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Texture Hunt Day

Texture Hunt Day

Hi!

I just returned back from small texture hunt trip to this old abandoned warehouse/factory complex nearby. I only needed some graffiti textures, but since the place was filled with usable textures, I decided to spend a little more time in there to capture all kinds of panels, windows, doors and props also.

This was definitely a successful trip in terms of post-apocalyptic textur...

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Dev Update (05/02/2023)

Hi!

A quick development update.

Shipyard

The shipyard map is progressing well. The new terrain system is now really paying off since it's so much better for iteration. I'm currently modelling all kinds of barges, booths and one big office building for the map. I'm going to show some Shipyard gameplay in the next devlog.

Weapon Audio

<...

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New Vehicle: Sun 1989

New Vehicle: Sun 1989

Here's the first lootable vehicle for Road to Vostok.

You will find some of these in Public Demo 1 v2 but there will be many more vehicles in the Public Demo 2 Highway map.

Made by: sMoKi (Contractor/Freelancer)

- Antti (Developer)

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Weapon Audio Tester (WIP)

Weapon Audio Tester (WIP)

Hi!

Like mentioned earlier, I have started a collaboration with a freelancer/contractor who is currently updating the weapon audio. He has also been working on those radio / ambient tracks and I'm really optimistic how this collaboration is progressing.

However after iterating with few new weapon audio files, it was obvious that this developer <-> sound designer workflow is ...

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New Item: Mess Kit (Military)

New Item: Mess Kit (Military)

Here's one of the main cooking items in the game.

This old military tin mess kit can be used for multiple cooking related purposes. You can boil water, craft cooking recipes (meals) and it can be "activated" with campfire or electrical/gas stove.

Loot Challenge: 47/100

- Antti (Developer)

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New Item: Tackle Box

New Item: Tackle Box

Here's one of the new fishing related items.

This Tackle Box increases the change of catching fish and in the future there will be some small feature where you can select the lure from the box.

Loot Challenge: 46/100

ps. I calculated all the existing items / weapons / clothing so the starting amount of loot was 45.

- Antti (Developer)

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Dev Update (29/01/23)

Hi!

A quick development update.

Tomorrow I'm returning back to my home office and here's the development plan for upcoming month.

1. Shipyard 

- The main goal for next month is to continue with good progress of the Shipyard map. I'm currently happy with direction with that map and it should provide some nice variation to the mostly rural Village map. For example...

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The Next Chapter | Devlog #5 | Road to Vostok

The Next Chapter | Devlog #5 | Road to Vostok

- Antti (Developer)

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RtV Content (January)

Dev Session #3 (Live) Jan. 24, 2023 | 8:00 PM (EET)
- Weapon rigging
- Foliage optimization  

Devlog #5 (Premiere) Jan. 26, 2023 | 8:00 PM (EET)
- New devlog format
- New features and progress

- Antti (Developer)

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Dev Update (20/01/2023)

Hi!

Just a quick update, this time related to weapon audio.

With all these new weapon related features that have been implemented recently, I decided to start working on improving the weapon audio.

This weapon audio improvement is complicated process because it requires a little bit of research and knowledge gathering from me and my audio freelancer. We have had couple of meet...

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The Loot Challenge

Hi!

I was calculating some timelines for the Public Demo 2 which is the main milestone for this year. That demo must include actual loot in order to showcase that looting experience and the size of the loot database must be pretty significant.

Basically I decided that I will challenge myself into this routine where I must add at minimum 2 new loot items per week to the game.

W...

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Screenshot: Modular Arms + MK18

Screenshot: Modular Arms + MK18

Hi!

Here's the first screenshot with new modular arms (this time wearing a hoodie) and MK18 weapon that I added to the game with voted Leupold HAMR + Deltapoint.

This new arm thing took me 3 days to finally get production ready, there were so many aspects to consider that I wanted to take some time with this. If the solution would be wrong, all the weapon handling poses would have t...

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FPS Arms 2.0 (WIP)

FPS Arms 2.0 (WIP)

Hi!

While working on other weapon related tasks, I decided that I will prepare a more long-term solution for the FPS Arms in the game. This basically means that I will no longer use the old arm model which was a placeholder and I will be transitioning to this new arm model/setup.

This new setup is based on photo scans / photo textures and it will be compatible with changing the slee...

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