I represent my new book about the mane hero of the game. Unfortunately, rus language only
ЗАМОРОЗКА РАЗРАБОТКИ
Friends! If you read the news and know what is happening in the world and in Russia, then for you this news will not be something supernatural. Due to the current situation on the background of the sharp (too sharp) deterioration of the geopolitical situation in Russia, I freeze the development of the game for an indefinite period of time, because now there are more pressing issues that require immediate solutions. I will let you know of any changes. I will definitely finish the game, the novel will definitely come out, but when there will be at least some semblance of stability in life. Thank you for your understanding.
Translated with www.DeepL.com/Translator (free version)
НОВЫЙ ТРЕЙЛЕР ИГРЫ!
Friends! I made a new trailer for my game ALEK! Trailer more fully opens the essence of the mess, what's going on in the game and adds a little atmosphere of the 90's)
Postponing the Release
Dear Friends! Because I work on the game mostly by myself, not counting the voice actors who occasionally provide me with material, I have to postpone the release of the game.
At this point I have an almost complete storyline for the game, modeled and designed most of the levels and the mechanics of the protagonist in general.
The mechanics are based on the Advanced Locomotion System V4 from LongmireLocomotion. This system, in my opinion, is the most interesting and the most accessible, and saved a lot of time. I finalized it to the necessary tasks for the game. It looks quite nice.
I long thought to implement or not system bullet time as in Max Payne (since I have such an obvious makos), but then decided to abandon this topic, because then have to adjust the entire gameplay under her and all combat situations including. Nevertheless, some elements of bullet time will be. For example, the flight of a bullet from a sniper rifle. I liked this element and would like to add it. Also, I will add a camera hanging over the last killed player in the location, that too beautiful, as well as the same effect as a result of the death of the player.
I wanted to add quick kills like in The Punisher, where Frank Castle can stab an opponent in close combat, but given the game's short duration, I decided not to splurge on unnecessary features and focus on shooting.
As for the enemy damage system, I added bullet holes on the bots, as well as pools of blood spilling under their bodies. It looks interesting. Still a lot of AI issues and a bunch of bugs that I'm diligently fixing.
I apologize for the inconvenience of porting the game, but I really hope on your understanding and desire to see a refined quality product, not a slapdash slapstick. Unfortunately, games aren't made fast. Especially when practically I am the only one involved in the production.
At various stages several people were involved in the project.
The greatest contribution was made by 3D modeler Alexander Bankrashkov from Gomel, Republic of Belarus. Alexander modeled a number of levels, textured models and generally did a lot of things, but at the moment he left the project at his own request. I find his contribution invaluable, and thank him very much for that.
From time to time Svetlana Rodionova, an artist, helps me with various small things. Many thanks to her for that as well. I would also like to mention Margarita Malinina, a journalist from the Crimea, who voiced absolutely incredible news inside the game. You will love it, Rita is simply the best!
The voice actors from StudioRec are doing their job professionally, so there won't be any problem with the voice acting in the game.
And thanks to Sergey Noskov, the author of "35 mm", "Light", "7th sector" for the support. Sergey has been following the project for two years, advises on various aspects of development and helps with provision of some models. Also my novel "35 mm", which was written based on the game of the same name Sergey noticed in the publishing house Rugram and soon it will be available in stores such as "Bukvoed", "Read City", "Labirint".
I'd like to assure you, dear friends, that the work goes on, the project is not abandoned, just because of the current situation (in the world as well), we'll have to be patient. This deadline, which I set "conditional", I do not know how it will go further, but will try very hard to release the game by it.
Your vishlists are very motivating not to give up and look for funds and time to continue development, which lasts almost 2 years (which by the way, not so much, given my ideas and busy at the main job. Yes, I can do Alec only in the evenings and on weekends). But for me personally, it is crucial to make a very good game to please you, and I will work on it as long as necessary to implement all my ideas.
Thank you very much for your attention, if you have any questions, write in the comments, I'll try to answer them all. Good luck to all! Good health! And a peaceful sky over our heads!
THANKS FOR 1000 WISHLISTS!
Today accumulated 1000 wishlists for what I want to say to all of you thanks a lot friends! Thank you for your trust! Your support really motivates me and does not let me relax! I try very hard to meet your expectations and do everything to make sure the game doesn't disappoint you!
Телеграмм канал игры ALEK
Everyone's creating Telegram channels now, and I've decided to do the same. Sign up, it will publish news, screenshots, various cool stuff:
It's no secret that ALEK is inspired by the iconic game Max Payne. Max Payne, without exaggeration, made my childhood and gave me an understanding of what a story should be. It was thanks to Max Payne that I (and not just me) saw what atmosphere in games can do and how cool it plays on the player's emotions.
But I really wanted this game to be about Russia, because Russia is so unique and atmospheric that it deserves its own "Max Payne", of course it's conditional. The story is completely different, it's about something else, but the overall spirit of the iconic game I'm carefully trying to preserve. That is why I decided to add cutscenes in the form of comics to the game ALEK.
Here are some examples of the comics:
Two different endings
There has long been a practice of multiple endings in games. In my case, there will be two alternative endings: a bad ending and a good ending (although, as you can see, these characters, in my subjective opinion, cannot have a good ending).
So how do you get one or the other ending in the game?
At first I wanted to just do random, that is, you pass the game to the end and at the end randomly turns on either one reel or another. But there's a risk that when you go through the game again, it might randomly turn on the ending you've already seen.
Then I thought that we should include some moral choices for the player and if they are successfully passed, then the good one is included, and if not, then the bad one.
There is also a third option. I have in the game will be scattered on all levels of logs and if you collect these logs, then included a good ending, and the bad is a priori.
What do you think? What should the ending depend on? It will be interesting to read your answers in the comments.
КНИГА ALEK!
Friends, I'm happy to announce that I have ALEK in the works!
It's a thriller about the adventures of Alec and his associates. I thought that much of what I wanted to tell about these characters would not fit only in the game, because, after all, the game is primarily entertainment. The game needs more action and a lot of what the game won't include (precisely because of the format) will appear in the book. In general, it will be the same story, only much richer and much more extensive. Feelings and experiences will be described, more will be said about the characters and their motivations. Alec's friends will play a prominent role in the book.
I think the book will be released much earlier than the game. Firstly, to fuel interest, and secondly, it will help players catch the right mood and properly dip into the 90's. I don't want the game to be seen as an adaptation (of sorts) of a book or the book to be considered written (based on the game, like my previous book "35 MM"). It's one big story.