Igre @ Slo-Tech http://slo-tech.com/forum/13/rsssl-si Thu, 01 Oct 2026 10:41:00 +020015Android igrehttp://slo-tech.com/forum/t835967#crtaBorutOhttp://slo-tech.com/forum/t835967#crtahttp://slo-tech.com/forum/t835967#crtaThu, 01 Oct 2026 10:05:27 +0200
Kar hočem povedati ... Imam grafično 4090, ramov 64gb, skoraj 5ghz procesor, na steamu na stotine zelo dobrih iger itd pa zadnje čase igram bolj igre ki se igrajo po telefonih oz. APK aplikacije. Teh iger na računalniku sem se naveličal. Sicer še vedno igram na računalniku igre, ampak preko android emulatorja, ker na telefonih ne morem igrati iger, ker je premajhen ekran, neroden za igrati in na sploh sem mnenja, da telefoni niso za igranje iger, pa če tudi imam s24 ultra telefon.

V glavnem, gor sem si pol leta nazaj naložil emulatorja iz firbca in ugotovil, da je kar veliko zanimivih iger. Celo bolj kot kakšna računalniška. Meni so recimo všeč igre, kjer si ustvarjaš svojo bazo, so zombiji v igri ali pa kakšne manager igre. Recimo igram igre kot so Last Day on Earth, Dead God Land, Airline Manager, Truck manager ... Potem so tu še razne večjezične igre, ki so tudi v slovenščini.
Problem pri večini teh igrah je samo nenormalno veliko posiljenih oglasov. ]]>
The Witcher 3: Wild Hunthttp://slo-tech.com/forum/t555267#crtaTr0nhttp://slo-tech.com/forum/t555267#crtahttp://slo-tech.com/forum/t555267#crtaThu, 01 Oct 2026 09:18:00 +0200




http://www.polygon.com/2013/2/4/3953396...

2014 ]]>
S.T.A.L.K.E.R. 2: Heart of Chornobylhttp://slo-tech.com/forum/t630935#crtaoo7http://slo-tech.com/forum/t630935#crtahttp://slo-tech.com/forum/t630935#crtaWed, 30 Sep 2026 23:21:08 +0200 ?


Stalker: Shadow of Chernobyl Dev Reopens, Announces New Game


GSC Gameworld, the developer behind the Stalker games, has reopened and is already developing its next game.

Speaking with Gamesindustry.biz, GSC Gameworld's Valentine Yeltyshev didn't have much to reveal about the new project other than it will appeal to fans of Stalker, and that it will be a full price game. Apparently, it's also going to use the assets and engine GSC Gameworld was working on while developing Stalker 2 before the studio shut down in 2010.

http://www.gamespot.com/articles/stalke... ]]>
Star Wars Jedi: Fallen Orderhttp://slo-tech.com/forum/t724483#crtaoo7http://slo-tech.com/forum/t724483#crtahttp://slo-tech.com/forum/t724483#crtaWed, 30 Sep 2026 21:12:53 +0200



At this year’s EA Play Live Press Conference we finally got some more details about Respawn Entertainment’s (Titanfall) upcoming Star Wars project. While we didn’t get an actual trailer, Respawn CEO Vince Zampella announced the game will be titled Star Wars: Jedi Fallen Order, and will take place during the “Dark Times” between Episode III and Episode IV when the Jedi are being hunted. Zampella revealed you’ll be able to wield lightsabers in the game, but otherwise, kept gameplay details under wraps.

https://wccftech.com/star-wars-jedi-fal... ]]>
Igre (brez lastne teme)http://slo-tech.com/forum/t785519#crtaoo7http://slo-tech.com/forum/t785519#crtahttp://slo-tech.com/forum/t785519#crtaWed, 30 Sep 2026 20:48:31 +0200Naj bo ta tema namenjena igram, ki nimajo odprte lastne teme na Slotech. Igram, ki so že izšle in igram, ki še bodo izšle in raznim novicam iz sveta iger.



--------------------------------------------




Igra Ghostrunner, ki je izšla leta 2020 bo dobila nadaljevanje.
Prva Ghostrunner igra se je prodala v več kot 600 000 izvodih in tako so napovedali nadaljevanje Ghostrunner 2.






Francoski studio Arkane Studios znani po igrah Dishonored in Prey delajo na dveh novih nenajavljenih igrah. Ena njihova igra Deathloop izide letos septembra.
Govori se, da naj bi bila ena od nenajavljenih iger igra o vampirjih in bi se lahko imenovala Omen. ]]>
Ready Or Nothttp://slo-tech.com/forum/t699599#crtaoo7http://slo-tech.com/forum/t699599#crtahttp://slo-tech.com/forum/t699599#crtaWed, 30 Sep 2026 20:28:50 +0200
It’s set in a nondescript modern America, where an income disparity between the classes have become unsustainable and the country has been plunged into havoc. Bring order to chaos with up to 8 players in cooperative play, battle enemy squads in a close player-vs-player environment, or command AI in a striking single-player mode.

Ready Or Not [Reveal Trailer




Ready or Not is a tactical first person shooter which places you in the boots of an elite SWAT team, tasked with diffusing hostile situations in intense, claustrophobic environments. It’s set in a nondescript modern America, where an income disparity between the classes have become unsustainable and the country has been plunged into havoc. Bring order to chaos with up to 8 players in cooperative play, battle enemy squads in a close player-vs-player environment, or command AI in a striking single-player mode.

Ready Or Not has been in development since June 2016, and includes an array of unique features. Today, we’re going to run through some of the already included features we’re most excited about.

Current features include:

Incremental lean system
Our most prominent feature involves the players ability to maneuver around obstacles, opening up infinite possibilities regarding tactical positions. Players can duck under low cover to avoid oncoming fire, or peak above high cover in order to spot and return fire upon the enemy. The assigned keys can be tapped in any order to “peek”. On top of this, we have also included a classic quick-lean system seen in many shooters.

Incremental Door control system
This gameplay feature allows for doors of multiple types such as sliding, swinging, and revolving doors, to be manipulated by the mouse wheel at any time. Provided the door is unlocked, players can interact and incrementally move them.

Modular speed control
Our final mouse-wheel-based feature involves the control of the player’s speed by scrolling up or down. This allows for precise movement in a close-quarters environment, which may mean the difference between life and death in a hostile situation. This, of course, can be re-bound to suit our users needs.

Simulated and detailed third person inventory
In a real life situation, each item has its place in a loadout. We wanted to ensure this level of replication, so we included detailed animations and systems which show your teammates exactly what you’re doing. Magazines, grenades, and items are retrieved and returned to their specific pouches, with the pouch flaps opening and closing in synchronicity with the players reload or draw, respectively.

Convex collision armour, allowing for precise protection
Armour collision in Ready or Not is calculated based on the mesh coverage on the player, allowing for accurate levels of realistic ballistic protection.

Projectile dynamics, bullets penetrate, ricochet, and deteriorate
Rounds have realistic range, drag, and tumble velocity. Calibers and ammunition types affect how far and how well a projectiles penetrate and exit. All rounds have the ability to ricochet based on surface materials and angle of impact, and deflection has recently been included as a feature. Less-than-lethal rounds will be unlikely to penetrate, but can sometimes still kill depending on proximity and impact area.

Responsive damage system and effects
If a player is shot in the legs, movement is slowed down based on the level of damage. Arm damage will decrease accuracy and increase draw times. Head damage, provided it is survived, can intermittently “haze” the players vision. This is all shown via a passive (read: hidden unless needed) indicator at the bottom of the screen.

Visceral gore
Deaths need to be impactful to the end user and we’re committed to providing an experience like no other. If characters in the game are hit, parallax bullet holes spawn on flesh, and blood will then seep out into surrounding fabrics. A gory bullet hole also becomes an emitter, as individuals who knock their wounds onto objects create a small splatter, based on bone velocity. In the future, we plan to implement an entire bodily destruction system.

Highly detailed weapons, characters and environments
As seen in our gallery and teaser, Ready or Not’s assets aren’t camera-shy. A realistic and high-detail representation of all assets is necessary in immersing the player in our world. Weapon edges are smooth and seamless, environmental detail is minute.

Massive selection of items
As of pre-alpha, we currently have over 30+ items in total, with plans to greatly expand this selection monthly. Concerns may arise over balance issues, but each item will have its place and value considered in order to avoid having duplicate functioning (but visually different) gear. These items include weapons, devices, grenades, and deployable items (read: items that can be selected in our planning phase)

Fully supported competitive servers based on Amazon Gamelift API
Ready or Not features a fully competitive set of gamemodes to test your mettle against other squads in PvP. However, players can still host listen servers and play with custom game rules.

Plans to support squad competitive play
Create a squad with up to ten friends for PvP and Coop. Work as small groups to reap squad rewards, and compete in yearly leader-board competitions to earn unique skins. A passive pointscore system allows players to work together to level and earn more squad points, opening up options in a mission’s planning phase.

Tactical Analysis
All missions begin with a tactical analysis and planning phase, currently allowing teams to shut off power grids, blockade entrances, create or choose new entry points, and spawn unique devices including ballistic shields, heavy rams, and telescopic ladders.

We hope you stick with us through our journey in making a true-to-life tactical shooter that can be held up to the greats. We’re excited to share our work over the course of this year.


http://voidinteractive.net/developer-bl...




SWAT 5, ki je ni bilo nikoli ? :D8-) ]]>