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(+1)

(Google translator) Offers:

1. Replace the interface with the interface from the mod (https://thunderstore.io/c/voices-of-the-void/p/mqt/ModernUI/)

2. It would be better to rework the mechanics of radiation, cigarette smoking and coughing (like lung cancer)

- introduce an individual meter of the accumulated dose and put it in the red suitcase at the beginning of the game. When you hover the cursor in the inventory over the equipped meter, it would show the accumulated dose of radiation in rem.

- introduce the accumulation of radioactive exposure through radiation sickness. So, it has been experimentally determined: the Kerfur nuclear cell is guaranteed to kill: a) with a cell in hand – after 14 sec. b) 1.5 meters from the cell – 17 sec. c) accordingly, guaranteed death is 1000 rem.

- in addition to the kerfur cell, green crystals in the cave, compressed radioactive material, radioactive (nuclear) Argemia and maybe others should emit.

- it is possible, if it is convenient to measure in grays (Gy).

- manifestations: the game has mechanics of loss of consciousness (falling), vomiting (with loss of health) and tremor (from coffee). You can also introduce loss of appetite, insomnia, hallucinations. In addition, you can add radiation cataract (like when losing glasses, only progressing depending on the dose of radiation). Accordingly, remove the stupid irritating cough.

- You can also get irradiated through food, for example, by planting infected mushrooms near a capsule or green crystals in a cave. Arirals can be planted if the player is treated badly. Such a mushroom will cause the player extremely severe acute radiation sickness (600 rem);

- Now about protection. Naturally, the thin suit, currently presented in the game, is essentially an anti-chemical suit. It is proposed to introduce the following gradation:

a) a gas mask is a mandatory means of protection. Without it, using the other means described below (except for the respirator) is pointless. Without it, the absorbed doses are higher, since in addition to direct gamma radiation, the player will inhale radioactive dust contaminated with alpha and beta particles. After long-term use, it can itself become a source of radiation, so filters must be changed;

b) a respirator (at the discretion of the developer, naturally works worse than a gas mask (without eye and scalp protection) and of course disposable)

c) radioprotective agent or radioprotector. Let's call it No. 1. It is intended for use before irradiation. Composition: potassium iodide.

d) Radioprotector No. 2. Used after irradiation. Used together with an antiemetic. Without it, it is pointless. Otherwise, Radioprotector No. 2 will be thrown out with vomiting. It is intended for the fastest possible removal of radionuclides from the body. Composition: cystamine or direct-acting alpha-one-adrenergic agonist (drug B-190) Using a gas mask and Radioprotectors No. 1 and No. 2 provides 80% protection.

i) protective suit. As stated above, it should essentially protect the skin from radioactive dust. It will give +10% protection.

- of course, it is necessary to introduce the impact of radiation through inventory and storage places (boxes, for example); 

- another interesting point. An individual dose meter, of course, will not be able to take into account the used means of protection and medicines. After using radioprotector No. 2 with an antiemetic, it is advisable to use a new meter and change the filters in the gas mask.

- I will note here that the use of strong alcohol does not reduce the effects of radiation. Fighting myths.

- rework the mechanics of smoking cigarettes. Firstly, I understand there are no advantages. And, for example, cigarettes would restore vigor or remove the debuff due to lack of sleep. But instead of lung cancer, it would be possible to introduce dependence on cigarettes. Accompanied by coughing and loss of vigor. Then it would be possible to fight nicotine addiction, for example, with patches and other means.

3. - A proposal for servicing transformers. It is very interesting that the work on searching and processing signals is scrupulously shown, and servicing 3 (three) transformers is shown only by pressing some button, which is reflected in percentages. Below is a list of how to fuck up the player in terms of servicing transformers:

- refilling/replacing the cooling transformer oil (the indicator will be the temperature in the system and its level);

- replacement of insulators (between cables and the housing) - failure of one of the 6 insulators (at the input and output of the transformer) leads to a short circuit and protection tripping with power supply shutdown of the complex. By the way, the wires from the "mainland" are not visible, it can be assumed that the cables are underground, but connecting the transformer along a high-current circuit is better depicted in the game;

- introduction of a diagnostic console (monitor) of the transformer status, which allows disconnecting the transformer from the high-current (from the power plant) and low-current (to the laboratory complex) networks, as well as connecting/disconnecting the storage battery (AKB) (which supplies power to the console when disconnected and creates an emergency power reserve for the laboratory complex for a limited time);

- the software, due to the presence of errors, the impact of thunderstorms, the degradation of the console itself, would periodically turn off the transformer circuit (connections to the input, output and battery, one of them or several at once);

- accordingly, the input of the battery, which must be checked, periodically charge the discharged ones (naturally reducing the capacity of the battery) and replace the faulty ones; 

- in total: the warranty of the insulators, the oil temperature, the oil level, the stability of the software, the degree of rarefaction of the battery forms the percentage of strength (stability) of the transformer;

- and the question with the pipe above all 3 transformers. Because these pipes look more like generator pipes (which themselves generate electric current);

- there is also a distribution device in the game (where all transformers converge), but which is not serviced in any way, which is better to fix;

- accordingly, insulators, transformer oil, batteries, insulating gloves - enter the store.

4. - about coffee. You can introduce a debuff in the form of heartburn if you drink coffee with a satiety level of less than 40 units. Heartburn is treated with special medications (for example, we have diluted baking soda or Maalox). And in the game, coffee raises satiety, on the contrary. It is better to introduce a decrease in satiety when using coffee. You can also introduce coffee addiction, which cannot be eliminated in 30 days.

5. - about the batteries in the main base and in the transformers. Have you ever wondered why some of the equipment works even when the power goes out at the base? I looked and it turns out that this is what works: information is saved on the main computer, the food and drink machines work, the drone call panel works (and the radio tower itself), the garage gate drive works, the radar works (our favorite), the crematorium and the first doors to the bunker and probably the alarm system.  What's the proposal, introduce storage batteries. Large and small.

Large: 

- in transformers and switchgear (as an energy reserve);

- in the garage to control the gates, drone call remote control and radio tower;

- in the bunker - to operate the doors, bunker lighting and the base alarm system;

- crematorium;

- radar.

Small:

- in food and drink machines;

- in the refrigerator (suddenly);

- in the main computer (to save data);

- operation of ventilation in the charging battery station (described below)

Accordingly, it will be necessary to introduce a battery charging system, through a charging battery station. In the basement, in a small warehouse (storage of cleaning equipment) on the 1st floor or in a warehouse on the 2nd floor. Everything is simple - put it in, they charge. To check the capacity - you will need a load fork, which will show the battery charge in percent. Batteries, even when connected to the network, will lose their capacity.  Battery capacity is generally checked on special stands, using the procedure of control and training cycle (also in percentages). For example, there is a battery in the main computer, the network is its charge is 100%, but natural wear by the 30th day will be 40%. In the absence of power supply to the base, it will discharge faster than a new one. In reality, the battery charge is measured in volts, and its condition (capacity) in ampere-hours. Accordingly, batteries for their normal operation still need to be charged at the station (in reality - prevention of sulfation of plates). Batteries with wear of more than 40% are not subject to restoration and require replacement.

Naturally, when charging batteries, hydrogen is released, which, as you know, is explosive and when there is a spark, for example, when opening doors, an explosion can occur if the ventilation does not work and the hydrogen accumulates.

You can adjust the difficulty level - depending on the level of battery discharge. For example, if it is difficult, there will be no batteries at all.

6. - about phones. There are phones on the main console and on the radio telescope panels. It is enough to introduce the ability to call from the base phone to the radio telescopes and to the "city, to the mainland". Naturally, you can make an event when the base phone is called in front of the player and there will be some kind of scary sound.

7. Background of the full alpha complex team (8 beds and 19 lockers)

There is a proposal to present the background of the complex personnel, before the start of the game, and most likely after the complex is put into operation. So to speak, an essay on a free topic.

There are 8 beds and 19 lockers at the base. Let's start with the beds. Probably, the working shift included:

- shift supervisor of the complex;

- fitter-mechanic (workplace in the garage).

- 2 duty shifts (12 hours each) consisting of a shift supervisor, system administrator and operator (according to the number of chairs at the main computer). 

The operator could occupy a place at the radar.

The System administrator - was engaged in servicing the server room, as well as servicing the radio telescopes.

The Mechanic - in addition to repairing the alpha base, was also responsible for maintaining the electrical system (having the appropriate permission to work with electrical installations) of the entire complex (including transformers).

8. Background of workers in the camp near the "Hole" (2 excavators and 16 sleeping places in 4 trailers) 

We, as VotV players, know their real purpose, namely, the exploration of the "Hole". But, probably, they had a "cover story".

From open sources and as a result of a journalistic investigation, it was possible to establish that the team working in the eastern part of the Dunkeltaler National Park was laying government communication lines under the program "Verbindung durch die Berge". The line was supposed to connect the intermediate points of Zernez and Tschierv. The team consisted of: 

- Foreman;

- Assistant foreman (worked at night);

- 2 shifts of 7 people:

- Foreman;

- 2 Excavator Operators;

- Gas Welder;

- Surveyor or Geologist;

- 2 general workers.

We worked in 2 shifts for 12 hours, every day. Food was delivered from the nearest settlement. The shifts themselves prepared the food.