A story-driven, first person perspective, post-apocalyptic survival adventure set in the rough winter climates of last century’s Russia.
[img]{STEAM_CLAN_IMAGE}/36089318/66694a220a6ea1907f1b8b74d610d7aadf5fd186.jpg[/img]
Scavenging, gathering and hunting are major gameplay elements in Red Frost. Given the desolate post-apocalyptic environment the games takes place in, every item and resource can be of great value and finds its use in the game’s crafting system. While we’ll cover the crafting itself in a later DevLog, we want to have a look at collecting items or rather how some types of collected items need to be processed first, before they can be used for crafting.
If you collect berries from bushes or roots from the ground, you can use them right away by eating them or use them within the cooking mechanics without doing anything with them beforehand. When hunting an animal, you are looking at a similar situation where you can use the meat of the animal right away and cook it or use various ingredients, chief among which salt, to preserve it.
[previewyoutube=Ov1O-gwcJ4Q;full]XXX_VIDEO[/previewyoutube]
The game’s crafting system, as opposed to the cooking system, often requires that resources/materials are processed before they can be used. Sticking to the above example with hunting, you not only get meat from animals, but also pelts. While there are a few uses for a pelt as it is, leather is used significantly more often. To get leather, you have to process the pelt.
To turn a pelt into leather, you have to clean it and then put on a tanning rack for a few days before you can turn it into leather that you can use for crafting.
We don’t expect you to lug a tanning rack around. You will find them at some settlements or remnants of such, hunting lodges and some camp places that were used by hunters in the past.
You can also build them at sites you build up as your camps/bases and your mobile base of operations, the boat-plane, has enough room for multiple tanning racks once you discover it.
Our approach to scavenging, cooking and crafting in essence is quite simple: we try to keep a certain degree of realism, without turning it into a simulation. You could say we try to emulate certain steps rather than simulate them. Turning pelts to leather is just an example of how certain mats will have to be processed before they can be used. We will cover more examples and go into more details when we create the DevLog for Red Frost's crafting system.