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Lost Story: The Last Days of Earth
 
 
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Platforms: PC, Mac, Linux
Languages: English, Russian
Players: Single-player
Posted
Updated
Aug 31, 2012 @ 1:00am
Aug 19, 2016 @ 10:56am
Recent Announcements View All (15)
Lost Story Dev.Log #4 - Part One
Introduction
Dear friends and fans of the Half-Life universe!

Winter is finally stepping back and spring is taking over, which means that we are happy to present our new Dev.Log! Initially the topic for this article was supposed to be a part of Dev.Log №3 prepared for the «Indie DB - 2015 Indie of the Year Awards» contest, but due to numeral reasons we couldn't talk about it in our previous Dev.Log. But as a saying goes - everything is happening for a reason. Now we have more time and a small remark has grown into a full developer's diary so big that we had to split it into two parts!

As for the topic of the diary, we've already given you a hint in our question to you: «What common is there between a foggy day and a 15 sm. wood screw?». Surprisingly we've received a lot of different answers: silly ones, funny ones, strange ones and deadly serious ones of course. Unfortunately none of you were right, even though some of you were very-very close. :)

And now, drumroll please… What common is there between a foggy day and a 15 sm. wood screw? The correct answer is - both of them help in creating a soft dissipated color used in creating of a photogrammetry. As you may have already guessed, the photogrammetry, or specifically content created with it, will be our current topic. The first part will be dedicated to model creation while the second part will be about the materials.

But first of all, let's start with theory for those who has never come across such a term before. Photogrammetry is a scientific-technical discipline that reflects shapes, sizes and locations of certain objects based on their photo-imagery. There are two basic types of photogrammetry: Earth mapping (also applies to other space objects) based on the photo images (photo-topography) and solving applied problems in architecture, construction, medicine, criminalistics, etc. (ground, applied photogrammetry).

In case of 3D graphics this term usually means a process of creating a 3D model of an object and information of the color of it's dissipated reflection (simply put - color of the object) based on various photos of said object from different angles. Usually the process is automated and takes several steps with the help of special programs, but the quality of the final product mostly relies on how well made were the initial photos.

Why the photogrammetry?
At least because it's interesting :) We've already conducted several experiments on photogrammetry of some objects and got some experience in this field of work and now we would like to put the potential in good use.



We'll tell more about the main reason. Lost Story will take place in various vast locations where the player will have to travel dozens of kilometers and it was quite obvious for us from the beginning that most of the time the player will traverse through open landscapes out of cities.

The appearance of natural locations is based on three basic factors: sky texture above the player, ground texture under the player and models of animate and inanimate nature surrounding the player. And here we've stumbled upon a problem: how can a small team realize these factors and get the highest quality possible during the release of the game? We'll talk about the sky in later Dev.Logs, right now we would like to focus on the other factors.

So we've began to go through possible variants. Creating usual low poly models and phototextures is a quick way, but the result is in poor quality, especially on natural objects. Creating handmade high poly models for each tree stump, rock or bush makes a fine quality products, but it is nearly impossible for a small team to make it in a short period of time. It will take dozens of models to custom craft.

As a result we've decided to conduct an experiment - to use photogrammetry for creating natural textures and models and to find out about possible problems with such method. Another reason for such experiment was to check if it really can be helpful in creating high quality content with using minimal team resources.

READ MORE ON INDIE DB

Description
Release date: At same time as Steam Release. Steam Release: Earlier than Half-Life 3
Game Overview

Lost Story: The Last Days of Earth - is a sci-fi action adventure first person shooter set in the Half-Life universe, which allows you to witness the events between Half-Life and Half-Life 2.

You will be struggling through the time where an organized rebellion was not yet formed, and anti-Combine citizens were forced to flee their home cities to live in small settlement-groups avoiding any contact with the Combine. It will be telling you a story of one of such people. A story of a man named Jack Trevor, a witness to the fall of the humanity against the forces of the Combine.

This is a lost story. A story of the last days of Earth.

Key features:
  • A new storyline in the Half-Life universe. As a regular citizen, become a witness of the events taking place during the portal storms, long before Gordon Freeman's return.
  • New companion control system. The players can easily issue commands to their allies for more interaction with the world.
  • New combat system. The players will not be able to carry only a limited amount of weapons, but should also take into consideration the usage of the equipment found in the game world. Shooting from the hip is not always the best option.
  • The absence of the H.E.V. suit should definitely be noticed. The players will be encountering more difficult combat situations and using the environment for their advantage.
  • Stealth gameplay options. Most parts of the game can be completed in two ways: stealthily or guns blazing. Use environment for your advantage to stay hidden as well as using a new radio locator for locating enemies.
  • New enemies. Aside from the Combine troops encounter the remains of the military groups sent to the suburban areas during the Seven-hour war. These people are calling themselves "The Rebels". But these are not the kind of rebels we were used to in Half-Life 2. Their motto is simple. "You're either with us or against us".
  • A vast interactive world that will always show the players something new during the gameplay.

Follow us
Popular Discussions View All (9)
45
Mar 29, 2016 @ 3:48am
PINNED: FAQ (RUS)
Source CatE
40
Oct 1, 2016 @ 8:56pm
PINNED: FAQ (ENG)
Source CatE
10
Nov 15, 2014 @ 6:19am
This looks amazing
Necronaught
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1,754 Comments
Source CatE  [author] Dec 18, 2016 @ 3:31am 
@W☪lf102, про осень не было ни слова. Выйдет раньше, чем Half-Life 3.
W☪lf102 Dec 18, 2016 @ 1:25am 
Когда вы эту игру выпустите? А что в контакте сказали, что выпустим осенью и все. Вот облом...
Outcast Dec 8, 2016 @ 10:12am 
It is good to see the project still up and running. I love the franchise and this is a grand tribute to it.
bog5651 Oct 10, 2016 @ 3:09am 
Ясно спасибо
Source CatE  [author] Oct 8, 2016 @ 10:20am 
@bog5651, мы лично не видим в ней особого скрытого смысла. Учитывая то, что она в первую очередь предназначена для потенциальных партнёров, которые хотят вложиться в проект и быть уверенными, что вкладываются не во второсортный игровой проект :)
bog5651 Oct 8, 2016 @ 8:24am 
а вообще есть смысл от демки? или лучше все же ждать релиза, чтоб не портилось впечатление от демки? нет? ладно пойду поем =)
bog5651 Oct 1, 2016 @ 8:36pm 
Блин, обидно, давно уже слежу за проектом, а из посмотреть только картинки ;(
Source CatE  [author] Oct 1, 2016 @ 10:46am 
@tehswordninja, the demo is currently available for a selected group of people and is used during showcases (game conventions).
tehswordninja Oct 1, 2016 @ 9:27am 
how does one get into the demo? or is it impossible right now?
Source CatE  [author] Oct 1, 2016 @ 9:02am 
@bog5651, демка пока что доступна только ограниченному кругу лиц и используется для демонстрации игры на шоукейсах (игровых выставках).