01 December 2008 @ 04:51 pm


New interview about Precursors in Russian on StopGame

"There will be five planets in "Precursors". All planets are different by flora, fauna, relief and hostile creatures. There is the planet, covered by jungle and ponds. There is the planet with great part of it in kind of desert with few oases. There is the planet, similar to Mars..."
 
 
23 October 2008 @ 02:23 pm
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21 October 2008 @ 05:06 pm
Russobit-M together with Saibex are announced new competition this week!
Create Precursors Girl character as symbol of the game. You can use every source and talent to do this.
Send your work by this e-mail precursors@russobit-m.ru till 31st of October and get Saibex 3D640 glasses and resurgent mode of girl!
 
 
15 October 2008 @ 11:47 am


First phrase - Sorry, Mells, but I'm quit...
Second phrase - Deal, I take this case.

Download
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13 October 2008 @ 02:54 pm
DS are glad to introduce Michael Kotov to you. He has created music for White Gold and Precursors.



A couple words about composer:
“Music and videogames are interesting to me for 12 years already, since my parents gave midi-keyboard to me.

I consider that game music must sound pompous as music in Hollywood’s films.

There was written about 1 music hour during 7 months for both projects.”

Download Precursors samples

Download White Gold samples
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09 October 2008 @ 05:11 pm
ZoG interview about Precursors  
There is new interview on Russian language website Zone Of Games connected with "Precursors".


ZoG: Tell us plz about game universe. Where are we? And when are we?
DS: It’s complicated and early to give an answer. Game actions occur in some high-technology world. People are settled space and many planets already. All forms of human-like beings joined hands with each other and created the Empire. It seems nothing could be as threat to such balance, but there is no any eternity empire, as we know from history experience. Old lows and corruption makes Democratic Alliance to arise against Empire. Pirates and bandits get active as fast as situation in galaxy becomes unstable, so some planets didn’t avow Empire and DA authorities. Everything goes to the beginning of massive armed conflict.

ZoG: What is motivation of main hero?
DS: Our Hero is common representative of human-like Amarn race. He isn’t rush to be a hero and has no ideas to save the civilization. He’s thinking about hireling career. Main motivation of main hero is his curiosity and wish to repair his space ship.

ZoG: How many planets will be in the game and how many of them will we be able to visit?
DS: There will be multitude of planets in the game. Player will be able to visit 5 planets in first part of “Precursors”.

ZoG: What else, except usual spaceport, will we find on planets?
DS: Everything depends from certain planet. As usual it will be communities, towns, military bases, caves, jails, etc. There is various flora and fauna too; some representatives of those are not always harmless, watch out.

ZoG: Tell us about vehicles in game?
DS: There are many kinds of land vehicles in the game – light baggie, tricycles, heavy trucks and antiaircraft defence systems. There are also Human-like Robots in the game, so players shouldn’t walk a lot in game.

ZoG: Does vehicles equipped with trunk? Can player set weapon on his vehicle?
DS: Yes, there is trunk in the vehicle. Except main function, any vehicle is practical method to transport of cargos from one point to another. For instance from raider’s base to some shop.
Most of vehicles have mounted weapon, player can’t any equipment on land vehicles.

to be continued...
 
 
24 September 2008 @ 04:35 pm
Soul Mayers diary  
WG Main Hero is Soul Mayers - old one but new))) HE let us know about his working way on Caribbean island. Take a part in Soul's way - Watch

Soul Mayers diary
Part one
Life at Caribbean Island is amazingly good.
- If even one girl here could take sunbath being topless, I would like to follow her lead. (a girl)
- My first job was as parking attendant; then I was a pilot by helicopter; There is not good thing here 0 the weather, the rain fall down; Later I’ve been working as head foreman – taking a part in tunnel clearing… (Mayers)
- Hum, Mayers If God gave you margarine instead of brain – that’s gone happen. (Worker)
- Then I change all to social work – leading the alcoholics to home, helping people to restrain their stress (Mayers)
- You’re pissing me off, all of you (suicider)
- Oh, he’s calm down finally (Mayers)
- Thanks, gringo. That suicider was annoying for al day (Someone)
- Helping the fishermen to catch the perches (Mayers). Not everyone stay happy, off course. There is short conversation with unhappy people here. (Mayers)
- Then, Don Guillermo find me (Mayers)
- I’m very patient but not entirely (Don Guillermo)
- Then was white powder – same as dental one. And they offer me to be a plane pilot. So I clean my teeth a fly on. I’ve even take a part in quadbike jump competition – there wasn’t good result from first time and 8 bikes I smashed off, but won finally.
I’m occupying a post of pearl diver at the moment – it’s easy: turn up, cut off all pearls from pearl diver and dive again. We have a good time here at the Caribbean islands (Mayers)
- What a wonderful place it is. (second girl)
- Welcome! (Mayers)

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23 September 2008 @ 02:32 pm
Deep Shadows says officially regarding beta version of White Gold: War in Paradise - there is no beta before release!!!
That version, that was uploaded by someone on global web is just tester's block of cutted game. Don't mean it as a game beta version and video of that as game trailers.
Thanks.
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15 September 2008 @ 03:56 pm
 Hi, everyone!!!!

 I have new Russian interview about WG.  Zone of Games took the interview from Deep Shadows.
I know that all information is familiar to you allready. If you want to fresh some facts about the game in your mind - To read interview on Russian

"Working over Ukrainian action-game “White Gold: War in Paradise” (Going to be released on CIS territory as “Xenus II”) is taking the finish line.

Zone of games has a conversation with Deep Shadows:

ZoG: Where the fate takes us at this time?

DS: Soul Mayers will appear on Caribean basin islands. That’s make sense as LatinAmerican flavor will stay in WG.

ZoG: For what we will fight in new part of the game? We looked for the Mayers’ daughter playing original game, what will be aim for us at this time?

DS: Soul Mayers will be attracted by interesting tasks as specialist of operations in Latin America. Untraditianal cocaine being exported from Caribbean islands. Everyone who take it in, just die then. Soul must take all things over with this case.

ZoG: Will we be available to see PC and Xbox 360 versions of game simultaneously? And please tell use correct release date.

DS: Game release is planed on Autumn, unfortunately I can’t say more exact information. Regarding Xbox 360 version – it’s gone be released later then PC one. All this connected with porting peculiarities on platform for such big project as White Gold: War in Paradise."

All questions and opinions leave in comments please.

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02 September 2008 @ 06:08 pm
 I have great news, but it's a bit tactless because Russian one.
 Russian MTV presented WG as large as life! With comments and video. We couldn't upload it on YouTube but RuTube for your use!!!
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27 August 2008 @ 12:25 pm
WG website has new design, actually it has new packscreen picture only. Don't worry about game name, it's still "White Gold: War in Paradise". "Xenus:Белое Золото" - russian version. How do you like new design? All comments are subscribed to this question. Please, feel free to point your opinion below.
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19 August 2008 @ 02:52 pm
Lets communicate in DS room in Lively
Job
Join!!!
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04 August 2008 @ 03:49 pm
There is new overview in Russian on 3Dnews.ru . The overview has not so much new information, but all it's truthful.
full article
 
 
18 July 2008 @ 11:36 am
WG elaboration is coming to the finish. Work over game engine is finished, all architecture is built, all quests are written and weapon is altered… There are only couple of months for beta testing (closed one). We want to announce different system requirements for the game.
Get to be ready;)


Will be enough for game loading:
CPU: Athlon 3000 or similar
RAM: 1GB
Video Card: GeForce 6600GS 128MB or similar

For good quality:
CPU: Intel Core 2 Duo 2.2 or similar
RAM: 1GB
Video Card: GeForce 8600GS 256MB or similar

All inclusive!
CPU: Intel Core 2 Duo 2.4G (E6600) or similar
RAM: 2GB
Video Card: GeForce 8800 512MB or similar

Also, the game will be running on Windows 2000 SP4, Windows XP SP2 32/64 bit, Windows Vista 32/64 bit

And couple more words:
Video card must support pixel and vertex 2.0 shaders or 3.0 better
Minimal screen resolution in game is 1024x768
Display with nonstandard side ratio(16:9, 16:10, 5:4) will be supported
Live For Windows servise will be not supported.

Enjoy!!!
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16 July 2008 @ 02:22 pm
Everyone can find third Precursors trailer on YouTube now

 
 
09 July 2008 @ 02:11 pm
We have a lack of news these days.
Devs are busy a lot. QA department is up to the eye in work.
Soon soon soon! WG release is close and everyone in DS can feel it.
There will be more detailes here soon...
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27 June 2008 @ 10:38 am
You may read PC Gamer preview at CVG this week. "Deep Shadows' previous game Boiling Point ended up as the poster child for the 'buggy but beautiful' brigade. Its striking cocktail of Deus Ex, Far Cry and GTA was somewhat undermined by its many issues. To quote sparsely from the contents list of the first patch: "posters in bar vanish as you turn away from them", "dog does not cast shadows", "jaguar floats across screen at treetop level"." full
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19 June 2008 @ 06:08 pm
Hallo!!!
Next month issue of The Official Xbox Magazine gives us more information connecting both current titles of Deep Shadows. Meet the Xbox 360.




More of that: I've seen already not full version of HotNew trailer of Precursors. We want show to you complete one, so it will be really soon.

UPD: I talked all thing over, so hurry up to see the Trailer !!!
 
 
10 June 2008 @ 03:57 pm
Bump bump bump!!!
July issue of PC Gamer is containing Preview about White Gold: War in Paradise.


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03 June 2008 @ 03:20 pm
You may remember one of previous posts with link on interview... This is second part of interview posted on RPGvault.ign.com . There is also set of new screenshots there.
read


 
 
30 May 2008 @ 04:30 pm
All of you can find screenshots in gallery of the WG official website. Also you may take a part in competition .

Good Luck!!!
 
 
29 May 2008 @ 12:29 pm
That "nice" article from PCzone appeared at CVG. Personaly I don't like it because of pretentiousness. What you think?

CVG preview
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28 May 2008 @ 12:52 pm
Read new interview at RPGvault and find there new exclusive screenshots.
Enjoy:)


 
 
19 May 2008 @ 03:57 pm
Six screenshots of "Precursors" at the gallery are requiring for your consideration.

 
 
19 May 2008 @ 12:32 pm
At this month issue of PcZone you'll find the interview devoted to White Gold. Also you can get to know why the devs of Deep Shdows are crazy Ukrainians and many other of interesting...

"Stepping out of Deep Shadows" for your attention.
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12 May 2008 @ 03:28 pm
It was before




After changes in result of players feedback, health bars looks like this now





What you think about new indication?
 
 
05 May 2008 @ 12:45 pm
DS devs can make games not only in the office.
Working process in Motion Capture studio.








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18 April 2008 @ 12:06 pm
At OMG PC Games was published interview devoted to White Gold:
Written by Unconscious
Thursday, 17 April 2008

Read full interview
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16 April 2008 @ 03:14 pm
Russobit-M released second official trailer devoted to "Precursors". We have untranslated version of video at moment



Feel free to leave your feedback here.
 
 
10 April 2008 @ 11:13 am
Interview at PlayGround.ru  
 Recently, russian websource publeshed an interview devoted White Gold. There is full version of translation below:
 

The journalists from Russian web-resource PlayGround.ru recently finded out information, that release date of White Gold: War in Paradise can be moved to September of 2008. Thus, they decided to inquire fresh information directly from Deep Shadows team. (Interview with Dmitry Lysenko – Pr-manager of Deep Shadows)

 

PG: Why work on WG development process takes so much time? What is the reason of probable movement of release date?

 

DL:  There is no oficial decision about fixed release date at the moment. Development process of WG is going through the final stage. Main workflow is concentrated on balancing issues, polishing and other small fixes – part of work that need to be done in order to finish good project. We are doing all efforts to finish these tasks before May. Our main goal now is to produce qualitative scoring, that deals with really huge amount of dialogues and FX. It is possible that work on game scoring can extend development process and move release date a bit further.

 

PG: Is there any changes in game concept, plotline, technology in comparison with official information stated in before?

 

DL: The conception and plotline wasn’t changed, but there are many news concerning technological features – developers significantly improved water and underwater environment, implemented day-night cycle and weather changes into the game as well as set of ergonomic improvements of gameplay. At the moment we are tweaking skill level of enemies and learning NPCs to react on weather and day/night changes. We are trying to make gameworld more vivid and alive in general.

 

PG: Is there still same situation with freedom for player in game world? Tell us about this world, locations, inhabitants, what size of it?

DL: The conception of freeplay game is base of our project. Naturally, game subject cause some limitations, but let you do everything you like. Every your deed assumes your responsibility. For example, if you make your relationships with all factions worse, except one – your employer, it provokes hard life on game territory for you. Remember that each NPC in game related to certain faction – traders, workers, taxi-drivers, etc…

 

  PG: Tell us about variety of quest accomplishment. How is nonlinear game subject? How many factions will be presented? What possibilities have player concerning to cooperation with various factions?

 DL: Many of quests have few ways of completing. Game plot is linear, but you may find many means to get to the finish of the game. In other words - the game have single finish, there are also main points of game plot – same for all passing through variants, but player can attain to certain points in different ways.

 Player will be able to join any faction, except one, which is hostile to everyone. There wasn’t provided “service stairs” advance inside a faction. Our hero is hireling, and he can’t become a General noway.

 

PG: Did you allow last trends of game industry? This tendency supposes to use scripts less in game design. Tell us about AI in White Gold.

DL: Talking about scripts, which are important in all games and especially for RPG, so yes, role of scripts is ponderable in White Gold. By the way, at the previous time of work over Boiling Point, we didn’t use script editor, that is why you may notice poor variety of missions and completing methods.

       AI system is presented by algorithms of virtual hearing and vision. It means that NPCs could start an attack after they saw you, but the crossing of imagined line by player. It’s very helpful in some missions, when you’ll be able to sneak close to the watches-guys and eliminate them before alarm will be turn on. Then you only need steel necessary documents without great bloodshed.

  Naturally we’re watching for all new trends of game industry and we’re grooving up in our experience.

 

PG: Tell us about system of treatment in game – will be player use a med-kit or you improved more progressive health system?

DL: There will be medicine kits in White Gold; to say exactly, will be syringes full of various stimulators, which you can buy in some places. We suggest using stimulators very carefully, that stuff could provoke dependence and lose the efficacy on you. Concerning to heath system, we want to implement some features in game, for example – hero’s helth status could be improved by a time of calm condition.

 

PG: Give us some examples of realistic and vivid world of White Gold.

DL: As I said before, NPCs will have reactions on time and weather changing. Plus, some of quests directly tied on time, for instance the player may find some persons in definite time span (day or night).

 There is an element of unexpectedness in White Gold – sometimes fire wrangle happens between hostile factions, but in general, all characters move around, talk to each other, etc…

 

PG: Will be an opportunity for player to resolve some situations with talks, but the weapon? Can the hero buy information, to eavesdrop on opponent, to spy someone, etc…

DL: The point is life-style of main hero, though he is military man, as you know, and such person doesn’t believe in talks. As people say, good conversation and a gun are better then pure conversation.

 There are also some missions in game without necessity of weapon use – you can intimidate an intelligencer or bribe him.

 

PG: Is there still perk-connected role system in White Gold?

DL: Yes, there is perk system in game. Player will be able to get new perk or upgrade already available with experience increase. Some of perks influence common skills like trading or skinning. Others are connected with combat abilities such as accuracy and so on. In addition there are some stealth mode perks. Also, all heroes’ abilities, such as carrying capacity, health, speed and others based on proper perks. 

 

PG: What changing of fight system conception will be in White Gold?  

DL: Concerning to fight part of White Gold is pure FPS with connection of freeplay. In other words, player makes decision how to battle by himself.

 

PG: Tell us about physic in the game.

DL: I think that game physic effects on player perception of game and in our case physic it’s not a greatest feature of White Gold. In general player will be able to value the bullet ricochet, an indestructibility of various items: thin walls, car bumper could be shooting off with a gun. 

 

PG: Tell us about graphic in White Gold.

DL:  The main idea of game design for us is beautiful game instead of deep technological project. We make an effort on gameplay goodness. I need to say, that game graphic is fine and corresponded to today’s graphic requirements. Taking about system requirements:

Minimal requirements: AMD Athlon XP 3000, 1 GB RAM, GeForce 6600 GS 128 MB

Recommended requirements: Intel Core 2 Duo 2.4G (E6600) 1GB RAM, GeForce 7600 GS 128 MB.

 

PG: The last question – Will be a beta version of White Gold for testing by players?

DL: We developed close testing on White Gold since project design has been started. The question concerning to open beta-test is closed till May. We have plans to invite persons wishing to try White Gold to Deep Shadows office. So, welcome beta-testers!

Original interview
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01 April 2008 @ 12:31 pm
White Gold: War in Paradise – Episodes.
Being motivated by finance appropriateness and project doneness, Deep Shadows decided to divide the game by 7 episodes. Each episode occurred by one big island and couple of small one, about 50 various quests and 7 hours of gameplay. The episodes will be released once per 3 months. Players will be able to start playing from the beginning each time.
This way let you insert unique content into every next episode – weapon, items, factions, story lines.
Last seventh episode will close the game and let you find a spaceship and also start the Precursors game.
1st episode release planed on end of May of 2008.
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26 March 2008 @ 03:40 pm
This is time for new screenshots of Precursors!!!

Do you remember Clatz's home planet - Glee? If you love forest landscapes, giant creatures and damp climate, welcome to Glee!







The planet Reandore



Goldin also called Yellow planet, because it full of deserts with yellow sands.





the rest of screenshots, you'll find in Precursors gallery
 
 
21 March 2008 @ 06:30 pm
Helicopter under the stone brige







Quadrocycle journey


Revolver shot


Fishing

 
 
04 March 2008 @ 04:02 pm
I want to remind you about DS blogs existence.
Plz comment such thing - to join or not to join a blog?
http://gamers.eurogamer.net/groups.php?group_id=919
http://gamers.eurogamer.net/groups.php?group_id=921
http://blogs.ign.com/Iraika/

let me know your mean;)
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28 February 2008 @ 05:22 pm
Deep Shadows team is glad to make known a couple more steps to the desired finish of the White Gold: War in Paradise.
All missions and dialogues in the game are already finished.
Inventory of ingame traders was tuned to the most convinient and final variant, at last. We have already finalized all works and tweaks over our models and animations. Increased number of availible skins for NPCs, to support greater devirsity. Our gamedesigners managed to set up all available vehicles around the gameworld. By the way, if want to stole a car, you`ll need a jimmy to unlock it or use correspondent skill imroved to the high level. This will be the fastest way to get vehicle, as well as you can buy it in normal way. All our NPCs are acivated and ready to communicate with player.
The most significant step made in development process is system of weather change. I assure you, It looks remarkably.
Anyway we still have a lot of tasks to do. Like quests tweaking in brackets of our new weather system, daytime etc. For example stealth missions will be easer in dark time, storm will make traveling water areas a very hard task, etc. Moreover, our QA department working with test kit for Xbox 360 at the moment, to work out console part of the game.
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20 February 2008 @ 02:18 pm
Explore the WG nights! Enjoy the WG day and beautifull sunset and, also morning sunrise. Look at the weather changing in game, finaly!
Open the gallery


 
 
13 February 2008 @ 06:15 pm
The full version of interview only for russian speaking.

I tried to resume all new facts from interview for you:

Our project is growing by leaps and bounds, day by day. Over a last month we have implemented a set of new features in our game. We have added some new monsters, revised park of land vehicles and spaceships, rebalanced some types of weapon, upgraded and replaced various textures and animations as well as implemented some totally fresh assets. Space part was impressively changed to the much more realistic and vivid look. In the last version of the game build our programmers turned on the system of radio communication that allows player to interact with other spaceships and receive various messages and quests in space. There are new event already implemented into the game – space races.
We taught our space ships how to create and change tactical formations in various combat situations.

Recently, space anomalies were added into the game. They are able to change metric of surround space for the ships and may be helpful or dangerous, that depends on situation.
Certainly, there are no any brand new core features, but at the final stage of the development and we are not going to implement elements that will prolong our development behind the announced release date.
We are polishing and upgrading the core game content at the moment and revising some features to make rebalance or even a little remake.

By the way, some of the last changes and features were made on a base of people feedback on forums.
So we want make a special mention to our fans and thank them for the past, and we hope for the, future ideas and feedback. Your opinion is very important and every observable idea can affect our incoming title.
 
 
08 February 2008 @ 05:23 pm


the rest is here
 
 
06 February 2008 @ 01:18 pm
Screenshots for bloggers  
Hi, All!!! Deep Shadows presents nine screenshots to all bloggers. Find your favorite to discuss.









 
 
01 February 2008 @ 06:17 pm


the rest in Gallery
 
 
31 January 2008 @ 03:20 pm


Thanks to Oleg Kozak

news of "Precursors"
 
 
30 January 2008 @ 05:46 pm
Being appreciated to Shadows Moses concerning the news at Xenus-HQ.net

I want you to know about Fixed: Size Of The Moon
(Written by: Jim Rossignol · December 18, 2007)




You'll find, also, some good comments below the article.
 
 
30 January 2008 @ 03:23 pm
There is difference in games rating on PC and Xbox 360 platforms at GameSpot .
What's your choice and preferences?





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14 January 2008 @ 10:52 am
Val Evil Twin - respected member of Deep Shadows forum and of Xenus - HQ forum with the help of X-HQ members, wrote a guide and walkthrough for Boiling Point. She also have plans to make walkthrough for White Gold: War in Paradise, but with time.

There is needed link - http://www.gamefaqs.com/computer/doswin/game/551913.html

Thanks, Val and X-HQ members!!!!
 
 
08 January 2008 @ 07:03 pm
Another amateur video from DS friends. The video talking about all dangerous of War and only the Democracy alliance can stop this violence.

 
 
08 January 2008 @ 04:10 pm
Deep Shadows New Year celebration!  
Hi LJ readers and our friends!
It was long time of celebration for Deep Shadows.
Last 2007 DS party photos of paintball entertainment:




Everybody!


 Burunduk




It is fun to "kill", but not be "killed"!












 
 
01 February 2008 @ 04:35 pm
Our Deep Shadows' greatest wishes to all friends! Be happy in this 2008 Year and all entire life!

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Current Music: brian setzer - So they say it's Christmas
 
 
21 December 2007 @ 05:00 pm
Does anybody want some meat?

 
 
20 December 2007 @ 04:15 pm
At the CIS territory Russobit-M provided a competition.
One of creative insights from Arsentiy Petrenko is below.

 
 
 
19 December 2007 @ 03:17 pm


From which faction is this character?





All races are here, use this hint.
 
 
 
01 December 2007 @ 04:27 pm











Find full screen at WG gallery
 
 
28 November 2007 @ 05:25 pm

Who is Who?

Description


1                                                                   2
 
3                                                                   4
 
5                                                                    6
   


 
 
23 November 2007 @ 06:42 pm
I only want to say: go and see them in the gallery .



 
 
22 November 2007 @ 02:19 pm
Kos  



1. Full name (nick name) – My name is Konstantin (Kos)
2. Date and place of birth – 12th of April in 1982, Ukraine
3. Position – level designer
4. Join date – 1st of March in 2005
5. Previous and current projects – White Gold: War in Paradise is my current project
6. Experience and objectives – WG is first project for me. I’ve finished my aducation as interior designer, so I’m making levels and objects.
7. Few words about my personality – I like painting, games, etc.

 I can say, that this man is not verbose, but he is doing important task in White Gold - interior design. I like his work, and hope you'll like it too.
 
 
14 November 2007 @ 10:21 am


1 - Spaceship of the main hero is armed with laser weapon, which works great against energy shields and designed for aimed fire on vulnerable points of the target. Firepower and number of available lasers depends on carrying capacity and energy potential of the ship.

2 - Except laser weapon you can also install powerful rockets on your ship. This type of weapon is used to destroy physical armor of the target spaceship. Rockets require a lot of space, but consume very small amount of energy.

3. Developers are making a special emphasis that game engine support pointed damage. For example, you can destroy a formidable cruiser with few aimed shots at the fuel section of the ship, etc.

4- This is a virtual globe that displays all nearest spaceships. Friendly carriers have a green color and hostile ships are marked as red.

5 – This screen shows a technical condition of your spaceship. If the ship is completely green – everything works fine, but if it starts to show red elements - it’s time to think about nearest repair station.

6 – Every planet in “Precursors” is not just a piece of space decoration, but a unique game level that you can easily reach using your ship. Just turn on your hyper-speed accelerator and be ready for the new adventures.
 
 
12 November 2007 @ 05:40 pm


1- Physical armour. Construction of Metal-plastic armour of the ship supports installation of additional armor layers at the expense of reduced speed and carrying capacity. Basic armor set provides good defense against space garbage and light lasers. Direct damage of the frame armour in combat leads to immediate destruction of the ship.

2- Energy Shield. Set of shields and power field oscillators. Simultaneous activation of large number of shields is directly reducing combat efficiency of weapon system. Shield energy is recharging automatically, but only if the main oscillator is working correctly and wasn’t damaged at battle.

3- Ship engine. This engine was specially designed for maneuvering at orbital areas and open space. Consuming small portions of energy and greatly protected. This engine requires practically no fuel but wears up very fast.
 
 
 
09 November 2007 @ 02:13 pm
Xak.  


1. Full name (nick name) – Roman (Xak)
2. Date and place of birth – 21.10.84, Germany
3. Position – Gamedesigner
4. Join date – August, 2007
5. Previous and current projects –I`ve got no experience in game developmepment before my work in DS, so this is my fisrt and current project.
6. Experience and objectives – i`m responsible for NPC gesticulation and animation pattern.
7. Few words about my personality – I like video shooting, design, PCs, sport (cycle racing, motor-scooter driving, trip tours, etc.)
8. Life credo - *********** (censored)
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07 November 2007 @ 03:09 pm
Yesterday Kertis came back from Moskow.
"Largest consumer exhibition of electronic entertainment in Russia. For the first time (November 4-5, 2006), more than 30.000 people attended IgroMir Expo, with more than 40 companies (including Electronic Arts, Microsoft, 1C,Russobit-M, Nival Interactive, Akella) participated at more than 9500 sq.m. Projected expo space for 2007: more than 12500 sq.m., with more than 60 companies to participate."
Official vebsite (rus)

Take a look, what happened there:


 
 
05 November 2007 @ 04:58 pm
Xenolution.net

Thanks to Sanjiro!

A couple words more :
At the exhibition in Kiev - Game Territory - have been demonstrated tester's alphabuild, but the demo version of the games. There is one more game exhibition (Igrograd, mean gameworld) in Moskow at moment. Kertis is showing newest build there.
Release of collection issue is depended of publisher.
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17 October 2007 @ 05:06 pm


1. Full name (nick name) – Stefanyak Stanislav (Patlatiy)
2. Date and place of birth – 16th of September, 1984. in Kiev.
3. Position – Lead scriptwriter of “Precursors”
4. Join date – 6th of June, 2005
5. Previous and current projects – no previous experience in game development.
6. Experience and objectives – I has began as single scriptwriter of the project; gradually, our team increased. I’m leading the process of scenario embodiment at moment.
7. Few words about my personality – I like the motorcycle-sport and nonstandard (concerning to everething). I’m happy, because I’m living and making happy my friends and family.
8. Life credo - Don't worry - Be happy !)


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11 October 2007 @ 04:48 pm
contains description about

Clatz race

This is one of the numerous Little Races of Galaxy. The ancestries of Clatz race were feathery birds of prey from Glee planet. In evolutionary progress this race has obtained by humanlike similarity with rudimentary characteristics of birds-ancestry...

races and factions section

 
 
 
 
10 October 2007 @ 04:22 pm
HoBoT  

1. Full name (nick name) – Nesterenko Alexander (HoBoT)
2. Date and place of birth – 24.07.87
3. Position – Game designer
4. Join date – 1.08.2006
5. Previous and current projects – White Gold this is first project of my experience
6. Experience and objectives – I’m working over the missions in White Gold
7. Few words about my personality – I’m trying to take everything from life
8. Life credo – Silence is gold

Pay your attention to the photos. I took this pictures today. I don’t want to praise and boast of our team member work, but this is really masterpiece of game-designer’s diligence in Deep Shadows, in my personal meaning. Besides, Hobot is not a lefthander, so it is not easy to work for him at moment. Anyway, design of missions is very important part of game development, so Hobot is working, because of necessity.




Tags:
 
 
09 October 2007 @ 11:30 am
How are you rating new images of robots for project "Precursors"
Find them in our encyclopedia





 
 
03 October 2007 @ 05:01 pm
 It is already finished work over the Goldin - first planet visiting in the "Precursors"!!!!
General information about the planet is below.

Goldin
Second planet after Erie.
The radius of the planet is 2000km.
Gravitation – 0.92 from normal.
Atmosphere – nitrogen, oxygen, carbon dioxide.

The orbit is similar to very elongated ellipse.
Every twenty years Goldin passes very close to the star (Erie) so that planet temperature rising up to +400 degrees centigrade.
During this period all existance activties on planet are practically impossible.
Goldin have only one satellite - Saash - 510 km.
Planet surface consist of great sand deposits with small ammount of flora on the numerous oases. The only value of the planet is Niphtidium - very expensive mineral that essential in process of hyper-fuel production. Niphtidium is higly explosive and can detonate even from slack impact.
On Goldin located the one and only colony of Amarnians

 
 
 
01 October 2007 @ 05:39 pm
Duke  

1. Full name (nick name) – Peter Dukov aka Duke
2. Date and place of birth – 23.08.1982 in Kiev city
3. Position – QA Lead
4. Join date – 12.02.2007
5. Previous and current projects – my first project is S.T.A.L.K.E.R. and White Gold and Precursors are my current projects at moment.
6. Experience and objectives – at the beginning of my career in DS I was on tester position and at the end of probation period was promoted to my current post.
7. Few words about my personality – my life interests are girls, tennis, Counter-Strike, my dog, traveling, cinema, music, drawing, reading, chess, playing cards, smoking and alcohol drinking in the company of friends, etc... can’t enumerate all of them. My life priorities? Everything must be high and nothing else matters.
8. Life credo – I’m trying to find a happy medium between investments in my future and today's pleasures, concerning time, money, health, intellect and so on.

Tags:
 
 
29 September 2007 @ 03:45 pm
The Precursors Encyclopedia is now available. It is working the vehicles description part only, but it will be filling up with time. Check the Encyclopedia









 
 
26 September 2007 @ 04:47 pm
Leo  


1. Full name (nick name) – Vorobiyev Leonid (Leo)
2. Date and place of birth – 18th of March in 1986, Kiev
3. Position – scenario writer of White Gold
4. Join date – 7th of November in 2006
5. Previous and current projects – first and current projects is White Gold: War in Paradise
6. Experience and objectives – At the time, when I joined company, there was just only one scenario writer, working over the white Gold. There were some writers that worked before me, but result of their creative work wasn’t so successful.
Together with Alexander Khrutskiy (aka Che Guevara - my chief) we started to create and repair everything that was made by previous “crafters”. Well, that was a hard task, taking into account size of White Gold gameworld and given deadline. But now, when the project is almost done I can assure that our mission is successfully completed. There are more then 600 characters in game at the moment, and this is not a limit. Concerning dialogues, there are more then 30000 of them implemented in game, so our programmers was forced to increase accessible text lines number for dialogues.
7. Few words about my personality – Some people says – “We are living just once”. I’m playing this game, without any regret for my deeds and without fear for my future. I think that such life position is a key to success.
I have many hobbies and there will be a very long list, in case I will start to enumerate all of them. By the way, in all of my hobbies I can’t be just an observer or usual user, if its music – I’m trying to sing or write it, if its cinema – I’m going to direct some home movie or play a role… etc.
Concerning my way of life… That’s developer’s style – 10 hours near my working PC, bus to the home… etc. Thanks God we have two days of weekend. Trust me; I don’t feel any regret that most of my free and work time devoted to the games. Computer games are an art as well, that brings happiness to the people and me in particular. Maybe many years later, when I’ll be a grandfather, my grandson will tell me – “Hey, grandpa, my friend gave me a great game! Very old one, like you , but I like because of extremely interesting gameplay. The game called White Gold, did you heard about it? Why nobody is making such a nice games anymore?”….
8. Life credo – Not to go back a step and give up – this is my Life Credo.
Tags:
 
 
26 September 2007 @ 04:27 pm
Lin  



1. Full name (nick name) – Eugeniy Fedorets (Lin)
2. Date and place of birth – 8th of April in 1987, Kiev.
3. Position – gamedesigner of “Precursors”
4. Join date – 5th of October in 2006
5. Previous and current projects – the first and current project – “Precursors”
6. Experience and objectives – At the moment, when I joined company, there was only one gamedesigner – Alex, working over the Precursors and nobody else. I knew that there was someone before me, but I decided to start it from a scratch. Later, another game designers and scenario writers has joined our team and I’ve heartily tried to share my knowledge about Precursors with them. At present I’m responsible designer for Goldin planet and in near future going to take next one.
7. Few words about my personality - I think that possibility to do something that you really like is a great plus to your life harmony. Job is a multi-concept for me. This is my duty as well as my great hobby. Creation of computer games is my favorite passion, though I like to play them also. In real life I am perfectionist in all my activities. I think that self-perfection is the aim for everybody who wants to reach a goal. Happiness means totality of balances in every aspect of the life for me, forming my own inner living melody. Though, everyone possesses his own original life melody.
8. Life credo – unstoppable wish and aspiration in realization of mine dreams.



Tags:
 
 
 
18 September 2007 @ 05:03 pm
Roman Lut
10.12. 1975
Lead programmer

http://www.deep-shadows.com/hax/

Tags:
 
 
18 September 2007 @ 04:45 pm
Hob  


1. Full name (nick name) – Andrey Dovgan aka Hob aka Orange.
2. Date and place of birth – Earth, 1st of May in 1980
3. Position – Lead level designer
4. Join date – already working here for 5-6 years... long time ago
5. Previous and current projects – Boiling Point: Road to Hell, White Gold: War in Paradise.
6. Experience and objectives – all these long years I was building game levels.
7. Few words about my personality – Tequila. Sea. Books. Games. Ganga. Daughter.
8. Life credo – “ Never answer this question”

Tags:
 
 
13 September 2007 @ 04:23 pm


The page for White Gold read more
 
 
12 September 2007 @ 06:56 pm


1. Full name (nick name) – Alexander Goncharuk (Burunduk)
2. Date and place of birth – 03.12.1875 in Kiev, Ukraine
3. Position – Environmental artist
4. Join date – in May of 2001
5. Previous and current projects – My first try was as a scenario writer in 1996 – unsuccessfully. After my graduation (besides, I’m professionally qualified metallurgical engineer) I was employed in Boston Animation – as tester at the beginning, then advanced to the level designer.
6. Experience and objectives –In Deep Shadows I`ve started my career as a level designer/ Environmental artist in the project “Boiling Point”, after the game release I’ve been on vacation for about one year, and then I`ve came back.
I’m working over the project “Precursors” at moment.
Concerning the professional growth – earlier I`ve worked over small locations (villas, volcanos, partisan bases, bridges) and now I’m working over the whole cities. I'M THE, GOD DAMN, MAJOR OF THE CITY… Is it clear? ?
7. Few words about my personality – I have the only one passion and priority, this is my wife.
8. Life credo – If you have a brain, I’ll fill up it with my *bad word* (thoughts).
Tags:
 
 
12 September 2007 @ 06:44 pm
Shen  


1. Full name (nick name) – Dmitriy "Shenenigan" Pshenichniy
2. Date and place of birth – 22.12.1981. Alexandriya district of Kirovograd, Ukraine
3. Position – Lead of space section. Programmer of the space part in “Precursors” project
4. Join date – approximately at 10:10 05 of January, 2006

5. Previous and current projects – At the beginning of my career I’ve worked for 3 years in Motorola Company on complex mathematical projects, but later was attracted by some more creative and romantic work. So in January 2003 I’ve started my work in game development industry. At first, it was necessary to gain some experience and specialize in game development programming specificity. Thus, after few short-term works I’ve end up in Mindlink Studio on the Telladar Chronicles project. That project was a very promising gameplay mix of Warcraft and Total War series, but as one of many startup projects it was closed at long last. Despite everything, I’m proud of original and powerful AI system which I’ve developed from nothing for this project. Besides, I’m still improving this system at my spare time. At present, I’m working on space simulation in Precursors for one and a half year and my main task is to make it beautiful and interesting. The “beautiful” part is overfulfilled already and going the same way and objective “interesting” is close to completion. But the hardest mission for our department is to make it all work without any errors and we are going to do this in the best possible way.

6. Experience and objectives – I’m working with the space simulation from the beginning up till present. Moreover, I’m also serving as “right hand” of our director since I’m sitting exactly to the right of him. ?

7. Few words about my personality – Family, friends, football, cinema and computer games - this is fundamentals of my universe. Besides, I’m working on my own project at home and this is also a computer game.

8. Life credo – “Enjoy life to the full and take it easy, anyway nobody will get out from the life alive”
Tags:
 
 
10 September 2007 @ 04:40 pm
Find the new sections at the sites for Precursors and White Gold. I hope there are many persons wishing to get trailer' soundtracks. To download Precursors track
White Gold track

leave your feedback, please.
 
 
07 September 2007 @ 06:45 pm

1. Full name (nick name) – Dmitriy Lysenko - Tom\Doc\Kertis
2. Date and place of birth – 14.03.1971 in Seventh helical galaxy, Solar System, third planet,U SSR, Podolsky district in Kiev.
3. Position – Community manager. Content manager.
4. Join date – 24th of April in 2007, 10:12 am.
5. Previous and current projects – Beletion: Absinth Star (frozen) and Beletion: Beyond Ritual (developing atm) of the Rostok Games as a scenario writer and gamedesigner. Heart of Eternity of the UDC Company as scenario writer. Undeclared project of the Vogster Entertainment as lead gamedesigner and scenario writer. From 2001 till 2006 I’ve worked as editor and reviewer in "My gaming computer" magazine.
6. Experience and objectives - I’ve started and continue my work with PR sphere in Deep Shadows now, though going to continue my work with game design and scenarios in future. At present, PR job is very interesting for me.
7. Few words about my personality - – Vodka, sex and rock-n-roll. Ski, water tourism, speleology, computer games, science fiction, guitar playing, cinematography, women and humor, which nobody can understand.
Tags:
 
 
07 September 2007 @ 06:33 pm
This week wasn't easy. It is nicely to realise that site for White Gold is ready now. I know, there are many tasks to improve site design and content, but from now I can pronounce the Official Launching.
Check it out. Welcome!
White Gold: War in Pardise

Tags: ,
 
 
07 September 2007 @ 06:28 pm
Today I want to introduce one girl for you.


1. Full name (nick name) – Natalya (Shayan)
2. Date and place of birth – 28th of August in 1983. I was born in Kiev at the ordinary maternity home.
3. Position – Gamedesigner (design of space missions)
4. Join date – 13.07.2007
5. Previous and current projects – “Precursors” as the current project
6. Experience and objectives – I’m recently joined Deep Shadows team and charged with development of space missions in “Precursors”. My job is to design different gameplay obstacles for our player in missions, using scenario information as basis. This is initial placement and movement scripts for space ships and other objects and further arrangement of various space encounters with gameplay objectives and scenario elements. Thus I hope you will meet my fierce pirates, angry militarists, deadly minefields and many other hazards exploring our space world.
7. Few words about my personality – I like to spend my free time traveling with my friends. Fond of roller skates, bicycles and winter skiing and skating. Besides that, I like to play computer games, especially multiplayer ones, as well as psychology, embroidery and my life as a whole.
Tags:
 
 
05 September 2007 @ 06:43 pm
It is time to see 4 new screens at Precursors gallery








 
 
04 September 2007 @ 05:31 pm
I'm working over the content of new site for White Gold: War in Paradise this week. We want to launch it as soon as it possible, for example tomorrow :)

Its design is pretty similar to site for "Precursors". You'll be able to see it by yourself very soon.

UPD: please don't put link into web of test version to avoid misunderstanding.
 
 
31 August 2007 @ 12:50 pm
From today I want to open such column as team bio.
Ask Che any question, that you want.



1. Full name (nick name) – Alexander Khrutsky (Che Guevara)
2. Date and place of birth – 25, December, 1980 in Kiev, USSR
3. Position – Scenario writer of White Gold: War in Paradise project
4. Join date – spring of 2002
5. Previous and current projects – Boiling Point:Road to Hell, White Gold: War in Paradise
6. Experience - I have worked with PR, and then wrote a scenario and all dialogues for Boiling Point: Road to Hell. I am working as dialogues author department leader at moment, writing scenario, doing a general control over authors and department cooperation.
7. A couple words about yourself. – My entrainments are historical fencing (the Middle Ages), mountaineering, strikeball.
Tags:
 
 
31 August 2007 @ 10:48 am
1 - German magazine PC Action (9/2007 issue) has published description-articles for Whita Gold and as well for Precursors.






2 - Czech game magazine "Level" (previous issue) contain articles about our company and future projects. There are much information for czech-speaking admirers. Enjoy!
Tags:
 
 
30 August 2007 @ 11:23 am


Today is Deep Shadows 6th Birthday!

We are want to express our congratulations and gratitudes to all admirers, well-wishers, fans, infatuated by DS and critics also.

It is not necessarily to give you detail report about our work-done this year. Lets talk about nice moments or even first acquaintance with Deep Shadows.
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28 August 2007 @ 02:32 pm
Preview at PC zone - CVG
"You can take drugs and develop an addiction (hooray!). Likewise, you can get drunk on some top-notch Rum and stumble about the island annoying the natives. You can talk to anybody you meet - whether or not they have anything interesting to say - level-up abilities such as lock-picking, shooting, hacking, out-drinking the locals and skinning animals, and form allegiances with stereotyped factions."
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28 August 2007 @ 11:39 am
For everyone, who didn't saw Deep Shadows' platform in Leipzig convention last week... This happened over absence of publisher for our projects outside CIS.
We`ve got successful negotiations with some of the world publishers and soon we will announce company which will publish our projects, this is a secret information at the moment.
Tags: ,
 
 
21 August 2007 @ 05:32 pm


We will give you some news after Game Convention in Leizig. If we'll find a publisher for our projects you'll have posibility to visit our platform at the convention.
Look at the set of games below

projects list
 
 
16 August 2007 @ 04:00 pm
RPG-18 - "Fly" is a short-range, light anti-tank unguided rocket launcher  
The RPG-18 jet antitank projectile was developed and adopted by the Soviet Army in mid-1970's as an efficient means of combatting enemy armored vehicles. It is a 'one-time' grenade launcher since, once the draw-tube is unfolded and put into ready position, the launcher cannot be folded back.









 
The RPG-18 . It was designed as a short-range weapon, The tube-launched, disposable launcher contain a single 64mm PG-18 rocket, similar in principle to the US LAW system.

1- head, 2- reactive engine, 3- stabilizer.

The operator carries the launcher in a collapsed position and extends the inner tube to make the weapon ready to fire.


fire ready



close position


with open cover

The weapon has an effective range of 200 meters, with a HEAT warhead which is capable of penetrating up to 375 millimeters of steel armor. The fuse of the HEAT grenade activates 2 to 15 meters after leaving the tube and self-destructs after a flight time of 4 to 6 seconds. The folding sight at the forward end of the tube is calibrated for ranges of 50, 100, 150, and 200 meters.


used articles
 
 
 
15 August 2007 @ 06:46 pm
Preview at CVG
"There are a number of 'usuals' for this type of game that White Gold happily revels in: all vehicles can be used, from bikes to choppers; NPCs have goals for their day, whether it's a job or an activity such as fishing, so they'll all busy themselves; and with 140 square miles to explore, there are a myriad of hidden places to go, including underwater caves and shipwrecks to dip into."





rest of screens
 
 
14 August 2007 @ 06:58 pm
The developers of Deep Shadows decided to "kill" the giant mantis unit and remove shark riding action from the game.
Maybe more realism required, but this is not a final decision yet and we need players feedback here. Look at the screenshots and leave you vote please.





Giant mantis



Shark riding.

Poll #1039037 About creatures.

Is there any place for giant bugs and friendly sharks or not?

I want to try a shark riding in game world.
1(16.7%)
Leave a giant mantis in the game.
1(16.7%)
I like the idea with shark riding, but remove a mantis to the "Precursors".
2(33.3%)
I would like to play a realistic game. Get off all strange creatures from the White Gold.
2(33.3%)
I don't know. What are you talking about?
0(0.0%)
Tags:
 
 
10 August 2007 @ 06:49 pm
The Precursors is allready launched, as you know. Look at the Precursors gallery and enjoy new screenshots!

 
 
09 August 2007 @ 12:14 pm
Colt Anaconda  
This is my favorite one! I think that long barrel guns in a hands of skilled proffesional are gorgeous and stylish, in contrast to various bazukas, rocket launchers and other brute stuff.




Real Name - Anaconda
Manufacturer(s) - Colt Firearms Company
Complete Name - Colt Anaconda
Origin - United States
Classification - Pistol
Feed - 6 round integral revolving cylinder
Caliber - .44 Magnum
Rate of Fire - Single
Fire Mode(s) - Single Shot
Operation - Revolving Cylinder
Trigger Mechanism - Double Action
Weight - (Estimate!) 2.4 Pounds (1.2 Kilos)

The Colt Anaconda is a strong and reliable double-action revolver. The .44 Magnum cartridges create a disaster when the bullet hits human flesh. Double action revolvers have very stiff trigger pulls, but have the advantage of being fired like a single action pistol if the user insists. Firing the pistol like single-action requires the user to cock the hammer before each shot, but reduces the amount of trigger pull needed to fire.





Anaconda revolver first appeared in 1990, and had been officialy discontinued in 1999, along with many other Colt models, but brought back in 2001. Technically, the Anaconda is similar to the King Cobra, but has bigger frame and cylinder to accomodate more powerful cartridges, such as .44 Magnum and .45 Long Colt. The Anaconda revolvers featured 6 or 8 inch barrels with wented top ribs, full lenght underbarrel lugs and ajustable sights. Anaconda revolvers are made from stainless steel. Some Anaconda revolvers in .44 Magnum were manufactured with factory ported barrels, to improve the control over the recoil. The Anaconda revolvers are intended primary for sport shooting and hunting, being too big and heavy for regular duty carry.


The scheme


Colt Anaconda in .45LC with 6 inch barrel


Information from GUNS.ru
 
 
Current Music: Chris Rea - Nothing to fear
 
 
08 August 2007 @ 06:47 pm
The Precursors' site is ready!!!

Long-expested site

What I can say... I just so happy about this fact. Our new hosting might be fast. All news you can read by RSS - channel. Your comments and rate-marks are welcome.

We are waiting for your feedback!

 
 
02 August 2007 @ 02:32 pm
M79 grenade launcher.  
Attend the new tag about weapons in “White Gold”. There will be gradually presented descriptions for all types of weapons in the Game.
Today we will talk about M79 Grenade Launcher.
Caliber: 40mm (40x46)
Overall length: 737 mm
Weight: 2.72 kg unloaded
Effective range: up to 150 meters (point target), up to 350 meters (area target)



M79 grenade launcher, with ladder sight in 'ready' position



same M79 launcher, with various types of 40mm rounds (Illum, HE-FRAG, buckshot, 22lr multi-barrel adaptor etc)



M79 launcher, partially opened for reloading

The story of a "Thumper" or "Blooper" (both were unofficial nick-names for M79) began in 1951, when the US Army recognized the need to fill the gap between the maximum range of a had-thrown grenades (about 50 meters) and the minimum range of 60mm mortars (about 400 meters). By the 1952, the army had a desired projectile, made in the form of a 40mm hollow ball, loaded with HE charge and with a pre-fragmented shell, made from notched square wire, blazed together to form a shell. early tests were conducted using spring-powered launchers and cup-shaped grenade launcher adapters for M1 Garand rifle, all under the codename PROJECT NIBLICK. In the 1952-53 Picatinny Arsenal developed a short, stubby, rimmed cartridge case about 46mm long, with so-called "high/low pressure" system, to launch the 40mm shells. The high/low pressure" system consists of a small, thick-walled compartment at the base of the cartridge case, where propellant (smokeless gunpowder) is stored. This compartment is connected to the empty cartridge interior by several vents. The small compartment formed the "high pressure" area, necessary to achieve proper burning characteristics of a propellant, while the empty interior of the case formed the "low pressure" area, resulting in mild barrel pressures, and low projectile velocities. This system allowed for lighter and less expensive cartridge cases and barrels, while maintaining necessary ballistic properties. the resulting cartridge has been type-classified as M406 HE-FRAG. Springfield Armory (the former Government arsenal) began to develop several launchers for 40mm M406 ammunition, and by the 1960 the first hand-held, single shot 40mm grenade launcher has been officially type classified as M79. First production M79 units were issued to US troops in 1961, and before production in USA ceased in 1971, more than 300 000 of M79 launchers were manufactured in USA by several contractors. Copies of M79 were later manufactured in south Korea by Daewoo and in South Africa by Milcor. At the present time the M79 is no longer used by US army, although it still can be encountered in the hands of soldiers of many other countries, such as Australia, El Salvador, Israel, Malaysia, Saudi Arabia, Turkey and some others.
First widely used in Vietnam, the M79 turned to be a complete success. Reliable and quite accurate in the hands of a trained operators, it provided extremely mobile firepower to smallest of the infantry units. Following the successful development of the M406 HE-FRAG round, several other types of 40mm ammunition were rapidly developed, including smoke and illumination rounds, HE-DP (dual purpose, fragmentation/antitank), incendiary, buckshot canister (for close-combat and self-defense). The key downside to the M79 was that it required the grenadier to carry an additional personal defense weapon, such as pistol or a submachine gun. This inconvenience was the key reason for development of the M203 underbarrel grenade launcher, which superceded the M79 in the service since early 1970s.

The M79 is a single shot, break-open weapon with rifled barrel. The barrel is hinged to the receiver and is locked closed by the rotating the lever at the tang of the receiver. 40mm cartridges of various types are loaded from the breech, then barrel is closed. Internal hammer is cocked automatically upon reloading. There is a manual safety, which automatically switches on when gun is reloaded. The trigger guard can be hinged sideways, so the gun can be fired in the winter gloves. The stock is made from wood, and the butt is fitted with the rubber recoil pad. Open sights consist of a hooded front sight and a n adjustable ladder-type rear (with windage adjustment), and is graduated from 75 to 375 meters in 25 m increments. It must be noted that trained operators often left the rear sight in its folding down position, and aimed down the barrel, still achieving good accuracy.

All information from World.guns.ru
 
 
 
30 July 2007 @ 11:29 am
Take a look at site for "Precursors". It's not full yet, but you can rate the content and design, so your comments are welcome;)
First of all I'm interesting, how long the site loading???

http://precursors-game.com/eng/
 
 
25 July 2007 @ 07:24 pm
Set of new screens at RPGvault.ign.com  
Read at RPGvault
















 
 
19 July 2007 @ 10:12 am
I hope we will launch site for Precursors next week, finally. In connection with this event, I want to know: what questions you prefer to be uncovered in FAQ part? Various wishes and propositions are wellcome.
 
 
Current Music: Spoon - I Turn My Camera On
 
 
17 July 2007 @ 09:59 am
Hero for White Gold:  
About my choice: this one is GOOD




Thanks Sanjiro!!!

For final conclusion I need talk things over with main scenario writer - Alexander Hrutskiy, but he is at the vacation. All of you have some time for embodiment of imagination ( it is quit usefull for us), please go on ;)
What do you think about best hero ? http://xenus-hq.net/phpBB2/viewtopic.php?t=1264&sid=c1af6deac46159090e357136e5f78be3






































 
 
13 July 2007 @ 01:33 pm
How is the hero in White Gold looks like?  

 

I have an IDEA!!! ooagent has pointed me to the thought: to pose you with a "mission", for those who wish to confide us with your imagination and embody in creation of appearance for the main character of White Gold. It is pretty interesting, how he might look to your mind. I want to entrust you this funny-task with a view to amusing there is a link, where everyone could try yourself.

http://www.ugo.com/channels/comics/heroMachine2/heromachine2.asp

 


Hero's story:
: Briefly, there is such situation. The main hero is a special squad veteran. He is an expert in Caribbean region. At the time of one operation all members of the squad has been killed, except our hero and one of his mates. The mate became an invalid, and the hero had retired and started a struggle against depression by drinking excessive amounts of alcohol. Relaxing in general. At the same time new and original drug starts to arrive at Europe and America. The originality of this drug lies in impossibility to distinguish it from the usual one. But all who takes it in dies incredibly fast. One-two doses and angels welcomes. Government is shocked – “gilded youth” under the threat of dying out. Drug mafia displeased as well – they got seriously persecuted by an angry kin of the dead customers. Special services are at total loss sending their agents to Caribbean region and receiving their remains in plastic sachets afterwards. Naturally, at that time everybody remembers about our hero. A special service recalls and drug dealers as well. They are making a proposition which can be refused only together with ticket to hell. Consequently our hero finds himself at one of the Caribbean islands in state of hard hang-over syndrome. That what about game plot, in brief.
 
 
Current Music: Buena Vista Social club - Donde estabas tu
 
 
12 July 2007 @ 12:08 pm
Do you like zoology?
There are some facts from the creature’s existence.

Hesatsak – knife. Goldin`s insect wich survived in dry season
Edge of the blade is a wings covered with durable and fireproof chitin. At the heat season hesatsaks are coupling since this is the only way to protect their soft bellies. Hermits that knows this peculiarity gathering and separating hesatsaks after the season. Without ability to finish their reproduction cycle, Hesatsaks remains solidified and can be used as a perfect knife.

Agisha – is big insect. At the time of larvae laying, female grows their belly where little agishas are germinated. Agisha which taken away from the nest at the proper time can be used as a dangerous weapon. Shooter forces Agisha to throw out full of poisoned gas larvae by pushing her belly.

Sinudu – is giant leech. Peaceful and harmless creature for human in native habitat. But after being fed with small spiders - prukki, it starts to spit out green clots that could temporary change molecular structure of cells and greatly reduce their original size. (sonic)

Tenisek - is electrical mollusk. Inoffensive and peaceful creature wich dwells in warm salty waters.
Stimulating of his sensitive punctum forces tenisek to generate powerful electric charge. Same charge releases when it is in panic. (mollusk)
 
 
Current Music: Jose Gonzalez - Heartbeats
 
 
11 July 2007 @ 01:01 pm
I like this music. Who is else? In case , you didn't heared it, go to the link http://www.mediartsound.com/ruportfolio_BP.html
Please, enjoy!!!
 
 
10 July 2007 @ 06:13 pm
FAQ  


Put all yours questions, wishes,propositions about White Gold in comments, please.
 
 
10 July 2007 @ 01:21 pm
It's pretty interesting for me what this http://gameswelt.de/artikel/index.php?id=2561&page=1 talked about? Honestly, I don't speak German, but maybe... Do you??? ;)







 
 
 
 
09 July 2007 @ 04:40 pm
The Precursors. Inorganic weapons.  
There are many questions about : weapon's variety, types of inorganic and new weapons, so on. Look at the list, for sure that different types of inorganic weapon presented at the “Precursors”:
Hand- use weapons:
The Crossbow: ancient weapon. Сan be used to kill someone silently from the long distances.
It is very silent and poisoned bolts allow it to kill with a single shot no matter what part of the enemy body is hit.
Ancient energy gun: it’s firing with energy balls. This weapon is used for attacking on sufficiently long distance. It looks dissimilar to other weapons.
Sniper gun: this is very effective weapon for distance ware fare. It has scope. The upgradable parameters are: rate of fire, magazine size, magnification factor, fire distance and can use usual and explosive barrels.
Universal grenade launcher: it’s designed to destroy living beings and vehicles.


Hand grenade: It’s designed to destroy living beings.This is easy-to-use staff, which could kill your enemy, in case you hit the target.
Anti-vehicle grenade: type of weapon designed to destroy vehicles. However it has significantly less effect on the living beings.
The sub-machine gun: has several upgrades: magazine size, fire distance, silencer, fire rate. Can use two kinds of bullets – usual and explosive. Explosive is more powerful, but much more loud one.


Blaster: is able to fire anytime but after several shots it can overheat and you need to wait sometime until you are able to fire once again. Can be upgraded to overheat slowly.



Terrestrial weapon:
Automatic turels: It can fire the living beings if they are enemy to the corresponded faction; another one can fire the vehicles if they are enemy to the corresponded faction.
Cannon: Presented for termination of enemies by the fireballs.
Stationary machine gun:This one a bit smaler then the Cannon and can be used by character to fire at the living beings.
 
 
09 July 2007 @ 04:22 pm
Full screen!  
Yours right, that size of previous sreenshots - not enough...

Other

About new screenshot at russian LJ: enjoy
 
 
06 July 2007 @ 03:28 pm
One of the most popular FaQs to Deep Shadows are - When "Precursors"`s site will be ready and where is the site for "White Gold". This is the answer. Since we are game developers and not a web designers we ordered this task to the specialist. But he failed to make a proper site, because of… I don’t know why… Anyway we found new proffesional allready and he assured us that site will be ready in the near future. Thus we are waiting at the moment and certainly you`ll see some news about it soon.
Thanks for your patience ;)
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Current Music: The Rolling Stones - Rain fall down
 
 
04 July 2007 @ 04:49 am


Please answer: What do you like or not about trailer?

Look at http://deep-shadows.com/en/gallery.php?pr=5
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04 July 2007 @ 04:37 am
This is the old one, but I like it:



Anyway, I'll be appreciated of your opinions. How it is looks now?

http://deep-shadows.com/en/gallery.php?pr=8
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02 July 2007 @ 06:18 pm
Look at the past...  
I think, all of you must know the truth or something like that ;)

Deep Shadows History, written by Dmitrij\Kertis\Lisenko:

Part one: the Prehistory.

Long time ago, when Earth was flat and mammoths hunted for Neanderthalians, there were Sergey Zabaryansky and Roman Lut. The life was all right, but one thing made them restless – the wish to create a game. Strange desire, isn’t it? No? Ok then. As usually practice shows – it’s not always possible to combine wishful with actual, but not this time. Sergey and Roman were not just dreamy game designers, but the programmers. Instead of puzzling over dreams, they have started to create an engine.

No, that’s impossible. Why not to dream about ten years or so? Whatever… one day Vital Engine ZL has been almost completed, but they has no idea what to do next. Yes, it is possible to make a home-made game engine, but to release game with enthusiasm of two – unlikely.

However, nobody knows what could be end of this story if our developers won’t find the GSC Game World company, which took them under their wing, with pleasure. Right, strategy is okay but shooter is much better. Thus Sergey and Roman turned into members of famous GSC and leaders of the Codename:Outbreak project. But game development has nothing same, with telling a fairy tales. Anyhow, The Codename:Outbreak was released in far 2001.
You may probably ask what connects Codename:Outbreak and GSC with Deep Shadows Company. There is the answer – soon after the Venom release, Sergey Zabaryansky and Roman Lut has left GSC and turned into free riders. That's right, gained power after released project, so it was time to become free.

Besides, do you know why the company name is Deep Shadows? If you don’t, there is an interesting fact, told by an ex PR-man of Deep Shadows and the main scenario writer and inspirer of the White Gold at present - Alexander Hrutskiy:

The story of Deep Shadows name takes its beginning at the moment, when the main founders of studio started to develop a new engine called Vital for the incoming game project. Creative weekdays had delayed till the deep night often. At one of such late evenings happened a rack at electric station and the power supply has turned off. In hope of supply fast repair, no one has gone home. They have found a candle and started to drink tea, meanwhile feasted their eyes to the jumping candlelight and later to the vivid and attractive shadows, which comes alive inside of the room. Right at the time has appeared an idea to call company – Deep Shadows.

Alexander Hrutskiy, PR-manager of Deep shadows

The part two: from Codename:Outbreak to Boiling Point: Road to Hell.

After Sergey Zabaryanskiy and Roman Lut established their own company, some people expected them to develop Codename: Outbreak 2 or its ideological sequel, in case the GSC got the name rights. Tactical action, in general. But there were no plans to develop Codename: Outbreak sequel in Deep Shadows. They are decided to take more - action with RPG elements in huge unified game world of nowadays setting. Something like Morrowind with machine-guns. As you can understand we’ve talked about Boiling Point: Road to Hell. At that moment team size was nearly 15 members as maxima. Not enough for the project of such scale and as result mass bugs and high system requirements. Besides, there are not so many of such projects were released at CIS territory. Not a single one, to be sure. To my mind Boiling Point: Road to Hell became something more then just mediocre starting project. There are about 60 workers in company and two big projects are developed at one time. We have enough experience and know most of other obstacles. The main thing is to avoid them and we are not going to walk twice into the same water.
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02 July 2007 @ 05:50 pm
Let me introduce the community:

This is community by Deep Shadows company developers. Here is information about our games advancing development, and everything interesting, what happens at the industry, about our team as well. If you are taking an interest of Boiling Point, heard about development of White Gold and Precursors – join this community, welcome. Don’t think, that we’ll place here an official press releases only; there is our web site (www.deep-shadows.com) for such things. The informal news items will be presented here. However, links on material about our company will be here too.

Welcome!
 
 
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