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roadtovostok
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Civil Defence Shelters

There are approximately 50,500 civil defence shelters in Finland. Most of these are private concrete shelters or joint bunkers designed for a larger population.

These civil defence shelters will play a central role in the game. More information coming in Public Demo 2.

If you're interested about the topic here's one link:
https://intermin.fi/en/rescue-services/preparedness/civil-defence-shelters

- Antti (Developer)

Civil Defence Shelters

Comments

I had no idea there were that many bunkers. This is kinda giving me Generation Zero nostalgia, which is a good thing. It looks great!

pvxl1989

That’s awesome! Thanks for taking the time to reply man, it means a lot. Excited to see where this goes, everything so far looks phenomenal. Keep up the hard work!

Titan

This is just part of the development process that non-important elements of the development like in this case base ground blending shaders are not prioritized yet since they don't bring much value to the project yet. In the future when there's time for the first big visual upgrade many of these things will improve a lot.

Road to Vostok

oooh. I wonder if we'll be able to use these bunkers (or small sections of them) as bug-out locations.

Fonzi

oh, I guess I misread that. Thanks.

SavRoyale

If you are referring to the Rescue Act, buildings over 1200 square meters floor area should have a shelter in Finland. Its not the size of the shelter.

Rommikola

Is it a limitation of the game engine that the whole **world** and its objects look extremely separate from eachother. Like trees are literally straight cut off when they touch the ground etc...

Rottmeister

almost said those are the safe shelters for Players but 1,200m² seems quite large for that. i think new Village is around 1200 m²?! i mean it could still be safe shelters but smaller variants of the real Counterpart. or the Map where the Traders are located, would make sense.

SavRoyale

"Central Role" Well color me intrigued!

M1XED_BAG

I'm going to make the game as replayable as possible and this means bunch of random things and changing gameplay elements. Currently there is: - Physics based loot system (no static loot spots) - Randomized container system (no same loot) - Randomized map events - Randomized window / door barricades In the future there will be: - Random crash sites - AI-system where AI can roam independently in the game world - Randomized door states (unlock, locked, jammed etc.) - Randomized trader tasks - Randomized Vostok shelter - Procedural room layouts (furniture, props, debris) and so on. One key point here is also that I want to enjoy the game as well, so there have to lots of suprising and unexpect things that even I as a developer can't predict so there's immersion for not knowing everything :)

Road to Vostok

Hey Antti! Just a general question: how repeatable do you plan on making Road to Vostok? How much is procedurally generated/randomized for different experiences for everyone? Relating to locations, loot, enemies, missions/quests, etc. would it be more like Stalker or Tarkov?

Titan


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