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Lost Story: The Last Days of Earth
August 27 - HopeLess CatE
IntroductionOnce again we greet you at the end of the month. The summer is coming to an end. Many of you are probably returning from vacations (or are still having their rest), but nevertheless today we are ready to please the fans of Lost Story and the Half-Life universe not only with a long speech, but with some new fresh media-content. And the topic for today is: criterias that we account for during the reveals of our screenshots, videos and music scores.
About our common problemsMany of you are probably interested about the reasons for our prolonged delays in news updates and what criterias we account for before releasing new media-content. This particular topic will be the first topic of our blog.
First of all, all of our media productions starting since 2013 has a certain quality rank that we've raised up due to our game being a whole new game in the Half-Life universe. By the "quality rank" we mean such aspects as the artistic part of the locations and it's "readiness" for release. For example, here are the new screenshots of our "Forest" location.
Secondly, each publicly demonstrated location is not created for screenshoting purposes only. The recent cancel of one of the most anticipated mods has become a great hit for Source modmaking in general. That stands for cancelling the mod itself and for it's content revealed to public. Most of their locations weren't just unconnected with each other, they were simply created for making just one screenshot. In other words, the biggest part of it's media-content was somewhat "fake-ish" and didn't really relate to the project itself. On the one hand, however, such unprofessional methods could be useful for the team for concepting purposes, but on the other hand it's deceiving for the public. We try to avoid such moments as much as possible. And so if some part of the content will not be included in the release version, it will be flagged as "concept" or "idea".
Thirdly, we are keen to sticking to the canon. It means that we are really strict to our storytelling, as it must never create anything illogical or unreal for the original universe. We treat gaming elements the same, as they should be as close to canon as possible so it would not confuse the fans and players. Yes, the players will be learning new things about the universe during the progress of the game. They will become the witnesses of something unseen previously. But it won't mean seeing anything unreal for the Half-Life universe.
Our "rules" for news updates publishing are a little bit different. If we have nothing to share with the fans or if there's nothing we can show because it is not ready yet, we simply delay the release until, we have the necessary material to share with You.
ConclusionIn conclusion we would like to inform everyone that we are currently finishing the development of the core elements of gameplay and we will be sending a test build of the game for play testing to Valve! After that we will be ready to share some of the gameplay videos from the first chapter. :)
We are sure that our new combat system, companion control system and stealth gameplay possibilities will be appreciated by the employees of our favorite gaming company and they will give us the green light for finishing of the development and a soon release at Steam!
Your mad hedgehogs in shades,
Rock Path Collective.
Originally posted by Dev team:And yes, this is the new name of our collective, which was approved by our members in the beginning of 2015. An unexpected surprise, isn't it?
July 26 - HopeLess CatE
The second month of summer is coming to an end, and we believe that it is time to reveal some of our cards and share new information with the fans of Lost Story and Half-Life universe.
The development process of Lost Story is going since 2012 and we haven't had any stops ever since. Well, there are minor exceptions such as exams, but we are still pursuing a goal of making the process as much stable as possible, preferably 8-12 hours and 5 days a week.
We really appreciate Your feedback. Remember, we are always happy to look through Your response about our line of work. Do not hesitate to submit your questions in the comment section, we will always answer them.
Back to the topic at hand.
In the middle of 2014 we've begun working on the custom content for Lost Story, like inanimate objects, characters, weapons. And we can speak freely in regard of the weapon development process. As of now we are working on adding new elements of weaponry into the game. This requires writing a special code and script, as you can imagine. This will allow any armed unit have it's own set of characteristics with their own pros and cons. Don't forget that all weapons in the games are balanced. This is another matter that we are paying special attention to during the tests.
The weapon system in "Lost Story: The Last Days of Earth" will be similar to the one you've seen in Left 4 Dead 2. Basically, you will be able to carry one type of weapon for each slot:
- Close combat weapon
- Light weapon
- Heavy weapon
- Special equipment
In addition to that you will be available to attach certain mods to your weapons such as silencers, scopes (holographic, optical, etc.), laser pointers, flashlights and so on. Unfortunately, you will not be able to craft the legendary Canadian sniper rifle (a crowbar with a sniper scone and a suppressor)... at least not until the release of the Collector's Edition.We are having a very long a bitter discussion regarding the problem of shooting through some objects and walls like in Counter-Strike: Source or Counter-Strike: Global Offensive. The opinions in our team vary. Basically, there are 3 possible scenarios.
On the one hand, given the opportunity to shoot through walls, the player can simply obliterate anything in the next room, causing a huge imbalance in player's advantage. The AI won't be able to recognize the source of the threat and in most cases will die before having an opportunity to shoot back.
On the other hand, both the player and the AI have the opportunity to shoot through walls. The AI will be able to react, but the reaction time is too quick, which causes an immediate response. Imagine if someone would shoot the player in the wide open field while the player is blindfolded.
The final variant is the best so far. Both the AI and the player can shoot through walls. The AI also has the ability to remember the last known position from where they were fired upon and they will suppress this position for some time. Unfortunately, as in the second variant, the AI will be able to react to different sounds like objects falling of player's steps, which allows the AI to gain an advantage against the player. As a result, the player will fill as if he was playing with other players with AIM-bot support.
This is the main reason why the chances of these features to appear in the final version of the game is highly unlikely. It will mainly depend on the results of the tests on every game location.
As always, You can leave Your feedback in the comment section. We will certainly be glad to know Your opinion on the progress so far.
"In the meantime... This is where I get off." - G-Man.
Hunting the game with number 3,
Lost Stories Team.
April 1 - HopeLess CatE
Dear fans of Lost Story and the Half-Life universe!
We wish you all a great April 1-st! And...straight to serious news. (:
As the most of you already know, this year Valve $oftware has announced a new version of their brand $ouce Engine with a symbolic number 2. For $ouce game devs and modmakers this was the most pleasant piece of news. The promising graphical advancements and additions to the game physics, as well as the availability for game devs and content creators, have attracted our attention very much. Of course we are not saying that the original $ouce Engine is not good enough to work with, but one should not deny that the new version is way more comfortable to work with. A great evidence of that is the new Dota 2 Workshop Tools Alpha on the $ouce 2. Once again we should admit that a lot of people are still waiting for some big announcement concerning the Half-Life franchise, but alas, it is not happening. Well, at least we'll try to fix this situation by releasing our own game set in the Half-Life universe with the brand new version of $ouce Engine! (:
QuestionsMany of our fans had asked us questions: "Why didn't you name your game Half-Life: Lost Story?" and "Why is the name of your game so long?". We will do our best to answer these questions as simple and clear as possible. The game of the name doesn't have a "Half-Life" in it because we've decided to decline the usage of this brand name after our game has passed the $team Greenlight. We are developing our own game, and so we've decided that we need an original name that would stand out from the usual mods and add-ons for the Half-Life universe. A very hard-remembering name "Lost Story: The Last Days of Earth" was approved in 2012 with the amounts of our projects with the name "Lost Story" as the headline. At the moment we are looking into the matter of a possible change of the length of the name or the whole name itself.
Release dateWe are also sure that many of you are interested in knowing the reasons of the such long development period and the possible release date. Our small team is working on a such big project for the first time in our lives, and most members of the team are working remotely. During the development we have not only to pay attention towards the story, the gameplay, the visual and sound parts of the game, but also to deal with organizational, financial and crew problems. Sometimes due to these problems we are forced to decline the realization of some of our ideas and always to blend into new conditions. Despite all of the difficulties however, we have set a certain goal for ourselves that we will do our best to reach. And because of that, the release date will not be announced until the game looks the way you want to experience it.
In conclusion we would like to remind you that we answer all the questions publicly on very rare occasions. If you've asked us any questions on forums or on our $team Greenlight page, please, send them to our email.
In touch with You,
The Lost Stories Team.
November 16, 2014 - HopeLess CatE
Dear fans of Valve, Half-Life and Lost Story and Valve Times subscribers!
We are happy to congratulate you with a special date for all of us! 10 years ago Valve Software company had released a great game called Half-Life 2!
Due to this special event, we would like to demonstrate you the promo-art of the first chapter of Lost Story: The Last Days of Earth!
We also would like to tell you that our project is being developed constantly and is hurrying towards the release. Very soon we will be ready to announce the release date for our game!
In the meantime we are beginning the preparations for IOTY 2014, in which we will be taking part.
We are always ready to answer all of your questions in the comment section (except for Half-Life 3 related questions).
In touch with you, Lost Stories Team.
January 8, 2014 - HopeLess CatE
The year 2013 has come to an end. Firstly, we would like to thank our fans for your active support. With your help, our project wouldn't get such results we have now. But there is a new year, year 2014 ahead. We have a lot of plans for this year, and we would like to tell you about them right now.
First of all, we would like to mention that our game will have detailed patches, getting more and more content, it will be ported...we could continue this list even more, but right now we would like to get your attention on another topic, which is not related to technical aspect of our game. In the year 2014 we would like to give you a brief demonstration of what should you expect in our game. Special attention will be pointed to the content, which was cut out of the game for some reasons. Despite the fact that we are developing an independent gaming project, it is still difficult to work with, especially including it's scales. We have to put a lot of ideas down for game's balance sake and because of our physical strength.
Also we will more and more get in touch with you about the development progress: we will share our plans, tell you about interesting facts and things we come by during the development of our game.
And yes, we will finally create a Steam Store page next year. We weren't interested in doing that before since we were busy with other important development cases.
Since our game made it to the TOP 100 at IOTY, in the coming 9 days we will post additional screenshots that didn't make it to the December media-release.
In touch with you, The Lost Stories Team.