Lost Cause

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Yoda

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• GAME •

Lost Cause is a mature, narrative-led co-operative multiplayer survival horror played in the first person. Teams of four or five player-controlled troopers try to reclaim earth from the AI-controlled zombies that have taken over. The experience is akin to a massive co-operative single player game. It can be played online, over a LAN and in split-screen. The main strength of the game is the storyline. A sci-fi horror set in the near future where mankind fights for survival against zombie hordes. Ninety-nine percent of the population of the world has been turned into the flesh-hungry living dead, and humanity has been on the defensive for fifty years - the players join the struggle as the tide is turned.

• CONCEPT •

Every mission is driven by a heavy storyline of the type usually seen only in single-player games. They are scary, involving and most importantly provide a frame within which the game's objectives make sense. The players will embark upon missions that are part of a much bigger narrative that will be spread across games, books, comics and films. In time, the actions of players will eventually change the storyline as well. Co-operation is massively important, with one player in every team taking on the role of the team captain, communicating via headsets to the others any objectives for the current mission is a must. The whole game is designed to promote effective team play, and a lot of the design decisions are based around this - a lone player will not survive for long at all. Playability is the third cornerstone, with controls and level design being foremost. A lot of thought has been put into keeping the controls as simple and versatile as possible, with the levels complementing and twisting the core gameplay concepts in interesting and refreshing ways.

• ENGINE •

As a content-driven project, we have chosen to use the Source Engine built by VALVe for Lost Cause. This are the most powerful and impressive multi-format engines currently available. With an engine idea already in place, we can create content from day one. The design is paramount.

• SCENARIO •

As for what the player will do - well, hopefully it'll be quite exciting. Functioning as one man in a five-man team, you will have to co-operate with the other team members to survive and accomplish heavily story driven missions. These will take place in the near future, trying to gain a foothold against the zombie threat which has driven mankind to sanctuary at the poles of the planet. One player in each team will be the Sergeant of the squad, having to lead and communicate the others in the missions.

• ENEMIES •

The enemies are zombies, both fast-moving and slow. The fast moving ones make less noise and are very fast, but easily knocked down. Slow zombies are those that have been 'dead' for longer, and their deteriorated state means they have less mobility. Nevertheless they are harder to fight against in close quarters.

• ENVIRONMENTS •

The missions on which the squads take part are very dangerous, as there are millions of zombies out there, and only five men to fight them - this means that fighting the undead all the way is out of the question - there are simply not enough bullets. Caution must be applied, and if the players are spotted by the zombie threat then they will be in serious trouble very quickly indeed. All is not lost, however, seeing as anything in the world that can be lifted by a man can be thrown by a man - at the oncoming hordes. Environments must be scouted and anything that could give an edge must be taken advantage of - this is the job of the team captain.

• TEAM-WORK •

Communication between squad-mates will happen via headsets, and these too will play a part in the game. Every man in the squad has a mike and headset, but stray too far from the rest and you will find yourself out of range and receiving nothing but garbled noise. All this means is that team-work counts for a lot in the world of Lost Cause.

• WEAPONS •

Players will be well-equipped in their fight, but only to a certain extent. All players will have a choice between two grenade types, a pistol sidearm, and a choice of a main armament, up to a team limit for each one - not everyone can have a sniper rifle, for example. The choices and for the main armaments are as follows.

XM8 Assault Rifle
XM8F Flame Thrower
XM8G Grenade Launcher
XM8P Side Arm
XM8C Shotgun
XM8S Sniper Rifle

Interested in being a co-leader? PM me.
 
Again, does this mean your not working on Resonance any more? Also havent you alread asked for help for a different mod?
 
It means I'm not, as for the other one, the comment "It's not unique" has edged me to the point to forget about it.
 
Thanks for letting me know as soon as you possibly could Yoda. Being a project leader I assume you are aware of the necessity of communications between developers. Why do you need a co-leader anyway?
 
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