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roadtovostok

roadtovostok

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roadtovostok posts

Feature Highlights

Hi!

Here's a little update related to the Road to Vostok YT channel.

Basically the semi-long devlog format is going away for a while and it will be replaced by small teaser based highlight videos related to some specific commercial branch features.

These videos are going to be called Feature Highlights and they are really straight-to-point, less talking, more gameplay focused and designed in a way that I can take small clips of those and share through different platforms. View Post

Patch 3 (Feature list)

Hi!

Sorry for a little delay, here's a feature list for Patch 3.
- Melee system
- Knife equipment slot
- Skrama 200/240 (Knife)
- Jääkäripuukko (Knife)
- LVPC Rigs (Non-modular versions)
- Savotta Happy Stove
- Updated door system
- Item and loot balancing
- Lighting and color balancing
- Movement and inertia balancing
- Christmas themed easter egg
- Item database tool
- Collision fixes
- Bug fixes

Basically the melee system was design...

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Upcoming Dev Builds

Hi!

Here's a quick update related to Patreon dev builds since I have had multiple questions related to those.

Basically the next dev build comes somewhere after the Patch 3 once the demo phase has completely ended.

This next dev build will include some specific commercial branch feature, it's either dynamic game time, shelter customization, grenades, AI voice acting etc.

I have a system in place how I can deliver these dev builds in the future even when the game world...

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Public Demo 2 v2 (Patch 2)

Hi!

Public Demo 2 v2 (Patch 2) is now available.

This patch contains new items, new map areas, optic details, pistol modding and bug fixes.

Patch notes and download info on the website:
https://www.roadtovostok.com/news/public-demo-2-v2-patch-2

This patch may affect the existing save files and your existing demo settings may have been changed.

- Antti (Develop...

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Patch 2 (Update)

Hi!

Here's a quick update related to Patch 2.

I have now implemented a fix which solved the save file corruption bug, this was tested by couple of people related to Patch 1 save files.

There's still a very small change that some shelter configurations could be problematic but that's so small change that I don't think it's preventing me to push this patch update since the new game will anyhow always fix these issues.

I will now do few last playtests and I should be a...

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Road to Vostok x Varusteleka

Hi!

Here's the collaboration that was revealed in the latest devlog:
https://www.youtube.com/watch?v=_JKNrkn6QOQ

This collaboration has three different elements:
1. Melee system and Skrama knives
2. Modular rigs and plate carriers
3. RtV Support Patch (available now)

Support Patch (limited edition) store page:
2024-11-30 00:59:06 +0000 UTC View Post

Knives & Rigs | Devlog #14

Hi!

Here's the new devlog which covers the new features of the demo and commercial branch, such as knives, melee system and modular rigs.

After the devlog is over, I will start fixing the one save system related bug that is currently the last obstacle for Patch 2.

-Antti

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Knives & Rigs | Devlog #14 (Teaser)

Hi!

Here's a teaser for the upcoming devlog.
Nov. 29, 2024 | 8PM (EET)

- Antti (Developer)

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Dev Update (27/11/2024)

Hi!

Here's a quick development update.

I have now pretty much all the content ready for Patch 2. There were few features that I needed to transfer for Patch 3 (December), since this new collaboration needed some extra development time.

This new collaboration is special in multiple ways and the project will benefit from it already in Patch 2 and Patch 3. In other words, you get more cool stuff also in this demo branch and taste of some the Phase 2 features as well :) View Post

Radar Underground (Lobby)

Hi!

Here's the first look at the underground complex deep beneath the Radar map.

This specific area is called Lobby which leads to multiple corridors and lore specific rooms (most remain still locked).

On top of this area, I will also unlock a room called Control Room for the upcoming Patch 2.

-Antti (Developer)

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Shipyard Factory (Production)

Hi!

Here's another new area from the Shipyard Factory.

There's now 2 areas unlocked in the Factory for the Patch 2, these are located in the building called Production and those areas are:
- Production (Storage)
- Production (Main)

This building is also the one which is connected to the skybridges, so that entrance is now also unlocked.

I will now start working on some of the Radar underground areas.

-Antti (Developer)

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Exciting things (next week)

Hi!

Here's a short teaser about next week.

Next devlog will be released 29th and it will include few things:
- Patch 2 will be released at the same time.
- New collaboration reveal + new collab items.
- Decision related to publishers (no need to worry).
- First merch/brand product related Road to Vostok.

Once the devlog and Patch 2 is out, I will finish the Scientist lore video and that will be released early December.

- Antti (Developer)

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New Recipe: Kilju

Hi!

Like many of you probably guessed based on the Sugar, Yeast, Bucket and Water Lock items :)

There will be three different Kilju recipes:
- Traditional
- Fruit
- Magic

Traditional and fruit recipes are unlocked from the start but that magic recipe is something that you will unlock through the Shaman trader.

You can already craft this Kilju bucket in the upcoming demo patch but the actually fermentation mechanic will be part of Phase 2 when items can have su...

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New item: Bucket & Water Lock

Hi!

Here's some new miscellaneous items :)

Loot challenge: 150/200

-Antti (Developer)

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New items: Sugar & Yeast

Hi!

Here's some of the new crafting & cooking related items.

Sugar is required for example that Kompot recipe and Yeast will be one of the main ingredients for multiple baked goods.

Loot challenge: 148/200

-Antti (Developer)

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Dev Update (17/11/2024)

Hi! Here's a quick development update.

The upcoming demo patch (Patch 2) is progressing well. Most of the new features that I have showcased here are implemented like pistol modding, optic rail movement, secondary optics, LPVO zoom levels etc.

Currently I'm kind of switching between making new items / crafting recipes and unlocking some of those new Shipyard Factory, Highway Fish Market and Radar underground areas.

In terms of upcoming Phase 2 features, dynamic game tim...

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Shipyard Factory (Storage)

Hi!

Here's one of the new Shipyard Factory areas called Storage which is going to be available in the upcoming Patch 2.

-Antti (Developer)

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New Cooking Recipes

Hi!

I have now started to implement new crafting recipes and I started with consumables and cooking related.

Here's three new cooking recipes:
- Cooked Meatballs
- Tomato Soup
- Fruit Kompot

There's also now Canned Pear item which is part of that Fruit Kompot recipe.

If you are wondering what is the point of these cooking recipes compared to normal canned goods. Once I activate the Mental vital component, these warm foods and many other "comforting" items (lik...

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New Equipment: Kukkaro Hip Pack

Hi!

Here's some of the new equipment from the Savotta collaboration.

These hip packs goes to the new belt equipment slot and there's 4 variations available in the upcoming Patch 2:
- M05
- Green
- Brown
- Black

Loot challenge: 145/200

-Antti (Developer)

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New Ammunition: .308

Hi!

Here's one of the new ammunition / caliber for the game.

This ammo will be linked to multiple upcoming weapons and also for KAR-21 (.308) upgrade which is now available only through weapon crafting.

Loot challenge: 141/200

-Antti (Developer)

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Parallax Scope Shadow (Opinion)

Hi!

Here's one more optic thing that is a bit "controversial" when it comes to realism vs. video games.

I added a shader support for parallax scope shadow that increases realism but produces significant drawbacks for using scopes.

This shader effect basically simulates shadowing when there's a angle difference between the eye and the lens.

Drawback are for example:
- If you make fast turns, you lose the sight picture completely.
- If your arm stamina is low, sha...

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Secondary Optics

Hi!

Here's another new feature related to optics.

Now you can toggle between primary and secondary optics. This feature will also be compatible with canted red dot sights in the future, but for now the only use case is with the HAMR scope.

This feature is part of the upcoming Patch 2.

-Antti (Developer)

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Variable Optics

Hi!

Here's the last LPVO / zoom level iteration for Patch 2.

This feature took a little longer to implement than I expected, but it's now really stable and here's the main improvements:

  • 3 zoom levels (close, medium, far)

  • Dynamic depth of field (from medium range)

  • Additive reticle blending (harder too see against bright elements)

  • Parallax reticle tilting (reticle now reacts to weapon sway)

  • Parallax ocular len...

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Variable Optics (WIP 2)

Hi!

Here's another look at the variable optics and how they are progressing.

From the last update, I have implemented the following:

  • Dynamic depth of field (actives only on high zoom levels)

  • Dynamic reticle scaling (behaves like in real LPVO's)

  • Dynamic eye relief / vignette effect (less in close distances)

  • Magnification / zoom phases (close, medium, high)

  • Scope system optimization (very little performance im...

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Variable Optics (Zoom Level) WIP

Hi!

Here's one work-in-progress video clip of those variable optics and zoom levels which are part of that Patch 2.

Basically I have the core functionality implemented, but there's still few areas that are going to need some consideration:

  • Reticle behavior when zooming?

  • Instant (one scroll step) or linear (multiple scroll steps) zooming?

  • Option to choose between instant or linear through demo settings?

  • Dynamic scope / mo...

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Dev Update (06/11/2024)

Hi!

Here's a quick dev update.

Patch 2 is progressing nicely, here's a quick recap what has been done so far:

  • ADDED: Pistol modding

  • ADDED: Ability for optic rail movement

  • ADDED: RMR (pistol optic)

  • ADDED: SRO (pistol optic)

  • ADDED: Rider (pistol suppressor)

  • FIXED: Snow no longer goes inside Attic surfaces

  • FIXED: MP5SD handguard texture bug

  • FIXED: Water rendering...

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Rail Movement (Optic Settings)

Hi!

Here's another Patch 2 feature done called Rail Movement which is part of optic settings that I restored from the old Unity build.

This feature allows you to change the optic position with each weapon that has a suitable rail and it saves the position for the optic whether you switch to another weapon or place the weapon to the shelter etc.

-Antti (Developer)

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Lore #3 (BTS 2)

Hi!

The Lore #3 video about the Scientist is now filmed and I'm really happy how it turned out.

Here's one additional behind-the-scenes image from the set.

I'm now back at my home office and working with those Patch 2 features.

-Antti (Developer)

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Pistol Attachments

Hi!

Here's the first set of those pistol attachments.

Currently the only pistol that can be modded with these is the G17 but once those Sig Sauer pistols arrive with the Phase 2 then there will be more options available.

Loot challenge: 140/200

-Antti (Developer)

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Lore #3 (BTS)

Hi!

Here's one behind the scenes look at the Lore #3 shooting location.

I will be shooting this lore video tomorrow around 4PM (EET) and then I will return back to my home office and continue working with the Patch 2.

-Antti (Developer)

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