ALIEN: Hope For The Future (FanGame)

Started by IIapagokc, Aug 11, 2017, 04:07:20 PM

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ALIEN: Hope For The Future (FanGame) (Read 59,460 times)

Archivarius

Archivarius

#330
Newt (Work in Progress). Fan Art by Dmitry Osin https://www.artstation.com/dimaosin


Still Collating...

Is the project dead? I know he planned a lot more, but I don't know how things are going?

Archivarius

Archivarius

#332
Quote from: Still Collating... on Jun 01, 2023, 06:41:09 PMIs the project dead? I know he planned a lot more, but I don't know how things are going?

Since August 2020, the developer of "Hope for the Future" has joined to the "Mundfish" development team, where he is currently working as a Lead Level-Designer, because of this, the development currently suspended.

After the release of all patches and DLC's for "Atomic Heart", the developer promised to return to his project with new forces, ideas and experience.

Most likely, given his new experience, he will make almost everything from scratch! (visual and animation at least!).

Corporal Hicks

I'm glad to hear things are going well for him!

Archivarius

Archivarius

#334
The developer is not going to throw "project of a dream", and sooner or later we will still be able to plunge into the atmosphere of our beloved universe!

Archivarius

Archivarius

#335
Some information about AHFTF (I apologize in advance for my English)

Why "Hope for the Future"?
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The name of the game has several meanings:

First, it is hope for our protagonist and his family. The hope is that they will find a better job here, a better life, and eventually find their happiness.

Secondly, it is the hope of people who, having fallen into a nightmare, will hope that they will be able to survive it.

And thirdly, it is a hope for the future for the Alien Queen herself and her hive.

Plot, protagonist and narrative
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Everyone knows the history of Hadley's Hope Colony, right?
What happened to her and how did it end?
However, many don't cease to worry about how it all happened?
What kind of people lived there?
What kind of relationship did they have?
How did they experience what happened to them and what emotions did they experience?
Who went crazy and how?

And the answers to these questions will permeate the entire plot, on which the entire narrative will be built.

In the main company, the story will go on behalf of one of the colonists, who has not previously appeared in any work published in this universe.

The prologue of the whole story will begin even before the main incident.

We will see the colony in peacetime, working hours, people going about their business, when nothing yet portends trouble.

Our ward will be part of an expedition that will take place along the "Jordan's Route", on a plateau with an abandoned ship, which was visited by the Nostromo team 57 years ago.

The mission will be similar to the one in "Alien - Isolation".

In addition to the main company, there will be three more small plot branches (something like the "Survivor" mode from "Alien - Isolation") that will show us the history of the colony from other sides.

Whether the characters from these storylines and the events associated with them will be significant, it will be up to us to decide.

The developer wants the whole story to begin in chronological order, and it is with three plot branches that, in addition to revealing a considerable part of the plot, will have to teach us the basic mechanics of the gameplay.

The decisions we make for the characters from the plot branches will probably affect the subsequent narrative in the main company.

The heroes of the plot branches will be:

Kate Starms (Demo 0.5)



Deputy head of scientific laboratory. 33 years.

Arrived on Acheron, with her parents, still a teenager.

Responsible and ambitious scientist, quickly climbing the career ladder.

She became the youngest member of the leadership of the colony at the age of 27.

Kate is unusual, but, despite this, she takes her work seriously, and don't accept when someone exceeds authority.

Knows almost every colonist by name.

There is a husband and a son.

In the demo for this character, events will unfold in the administrative complex (south gate).

According to the plot, it's already the second day that everyone is looking for a parasite that escaped from Russ Jordan.

Together with Kate, we need to find out what the colony's leadership is hiding.

Why the Jordans were sent to the coordinates they went to, and what the WY board of directors knows about it.

Having learned the secret kept by the leadership of WY, Kate has to make a difficult choice whether to bring the information received to ordinary colonists or leave them in the dark.

We will visit: morgue, command center, medical compartment, corridors of the colony and some other places that were left behind the scenes of the film.

Despite the old graphics, bugs and problems with voice acting, the demo is recommended for review, because it allows you to feel the atmosphere and understand the principle of immersive and exploratory gameplay mechanics.

It is planned to be re-released in the future.

The complex will be redone and improved.

The sound issue will be fixed.

It will also be possible to add some excursion mission to the scientific laboratory, in which we will be shown why people decided to start terraforming this "lifeless stone" on which this colony stands.

Colin Rod (Demo 2.2.7d)



Assistant engineer for life support systems. 26 years.

Arrived on Acheron, with his parents as a child.

He learned the profession from the best engineers of the colony.

In the demo for Colin, the events will unfold under the residential complex (western gate), on a technical level, after a while, as the first chestburster breaks out of Russ Jordan.

Having descended into the technical premises in order to eliminate the malfunctions that have arisen, our character will encounter an unknown and frightening creature.

He will have to make a lot of efforts to get to the surface and warn the colony of the impending threat.

The demo fully reveals the "Stealth-Horror" component of the gameplay.

We will visit: bar, street, residential complex, lounge, dining room, laundry, hydroponics and technical departments, and also find out the terrible secret of the disappearance of Ann Jordan.

In the future, developer plan to release a new build of this demo, which will be more optimized.

The level design will change slightly. Now, when passing, it may seem to some people that sometimes there is nowhere to go from Alien, but this is not so, and there are plenty of places where you can hide from it (under boxes, in dark corners...), but visually this is not entirely clear, because such places are not accentuated in any way.

In this regard, game conventions will be added to understand where you can hide and what to interact with.

A few more people will be added to the technical level.

If there aren't so many people in the residential complex, which is justified by the fact that the action takes place during working hours, and in principle there should not be many people there, however, there arn't enough people in the technical rooms and 2-3 more colonists will appear in the next assembly.

If during the course of the story Colin survives, then later it will be he who will go to eliminate the water breakthrough at the lower levels of the colony (the place where the Alien will later drag Newt away).

Frank Park



Head of security. 36 years.

Upon arrival at Acheron, he was immediately assigned to a guard post in residential sectors.

From the age of 22 he became an assistant to the head of the security service.

At the age of 30, he took the post of head of the security service in the colony.

Has a wife and two daughters.

In Frank's storyline, a more distant time will be shown, when we will have suicide missions with sorties to search for survivors (by personal transmitters) and food.

The demo will show the tactical and shooter components of the gameplay.

Still Collating...

Nice, thanks for the info!


Quote from: Archivarius on Jun 02, 2023, 08:09:05 AM
Quote from: Still Collating... on Jun 01, 2023, 06:41:09 PMIs the project dead? I know he planned a lot more, but I don't know how things are going?

Since August 2020, the developer of "Hope for the Future" has joined to the "Mundfish" development team, where he is currently working as a Lead Level-Designer, because of this, the development currently suspended.

After the release of all patches and DLC's for "Atomic Heart", the developer promised to return to his project with new forces, ideas and experience.

Most likely, given his new experience, he will make almost everything from scratch! (visual and animation at least!).

Didn't know he was working on Atomic Heart, that's great for him! I do hope he returns to create his dream version of the game one day. I'm glad to hear he's planning to do just that.

Archivarius

Archivarius

#337
In addition to the story line, perhaps more will be added:
-----------------------------------------------------------------
- Co-op mode with the opposition of the player and 4-th survivors.
- Alien levels with challenges.

Why "Newt" won't be a playable character:
------------------------------------------------


The storyline for Newt is not planned in the game, because the entire gameplay for her would be reduced to hide and seek in the ventilation, finding food and hide and seek again.

As a result, everything would end up with the fact that if Aliens noticed her and she didn't have time to crawl into the ventilation, into which they wouldn't crawl through - Game Over!
She wouldn't be able to run away or do anything because she was still a child.

However, Newt is an important character in the history of the colony, and we will definitely see her and perhaps even be able to talk to her, because, as you know from the demo for Colin, it is he who will teach children to play the "Maze of Monsters", in which Newt will be the best, climbing where others can't.

By the way, Carrie Henn, knows about the development of "Hope for the Future" and she has retweeted news about the game on her page.

Archivarius

Archivarius

#338
About canonicity in the game:
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"Hope for the Future" won't have any connection with such works as: "Prometheus", "Covenant", "The River of Pain" and "Newt's Tale".

In the main company, the story will go on behalf of one of the colonists, who hasn't previously appeared in any work published in this universe.

Only the first two films in the franchise will count.

There will be no events that contradict the first and second films in the game.

However, the developer does't exclude that in addition to the "canonical ending" a few more can be added:

- An ending where we die prematurely because we did something wrong.
- An ending where we can survive until the colonial marines arrive.
- "Happy ending", which will be super-secret and will be very difficult to get through.

At first, the developer decided to place a garrison of colonial marines, that there was a mention in the novelization of the "River of Pain", but on reflection, it was decided that they wouldn't be in the colony, and even though the book and the canon, it still doesn't make sense for the movie itself, in which there wasn't a single mention of this from the colonial marines themselves from the Sulaco.

Same joke from Apone: "There's some juicy colonists' daughters we gotta rescue from virginity" - contradicts the fact that there was a garrison in the colony.

Instead of a colonial marine corps, there will be a guard squad, consisting of both ordinary colonists and Weyland-Yutani people who know a little more and who have orders from higher authorities.

Still Collating...

Personally, I like that it's not gonna follow those other sources. A good choice to make the guards into Colonial Marshals instead of the marines. I'm looking forward to what will be available in time.

Archivarius

Archivarius

#340
Hadley's Hope:
---------------------


The colony will be represented in it's entirety, but not all of it will be open at once.

We will be able to visit literally every corner of the colony, we will be able to climb and explore all the rooms, ventilation ducts and cellars.

The colony itself is recreated very meticulously, with great attention to detail, based on what was shown in the film and additional materials for it.

The premises that were not shown in the film itself, the author will try to make sure that they don't stand out from the general architectural style of the colony.

Player and colonists visuals:
------------------------------------
In most modern first-person games, we play as a character without a body, when we see only the hands in front of us, and when we try to look down, we see neither the body nor the legs, but only the ground.

In AHFTF, each playable character will have a full-fledged 3D model of him.



In addition to the plot, an important part of the gameplay will be the disclosure of the characters and the environment in which they find themselves.

By observing the behavior of the colonists and dialogues with them, we will be able to understand their characters, which in the future will help us to guess how a person would act if he got into some kind of situation.

It will not be such that one is "good" and the other is "bad", and that the "good" one, for example, can't leave the child, and he will not be able to leave until he saves him.

Everyone will behave differently, once in a critical situation for him.

Everyone has different characters, social groups also don't happen such that all without exception are heroes, and are ready to sacrifice themselves, saving others.

Moreover, we have "Immersive Sim" and we will have the right to choose, and we won't be able to save anyone at all, however, if the developer manages to gradually reveal the characters with the help of dialogues, we will begin to compare ourselves with them, and we will be able to put ourselves at the right moment their place, as a result of which there will be a desire to act as a character whom we will already know well would do.

By revealing the characters, the developer wants to show us why they behave the way they do in a certain situation.

In the demo for "Colin Rod", there is an example of character development:

In the opening dialogue, we find out that besides being a "gouging guy" who periodically skipping his job by "hanging out in a bar", however, when he does get to his duties, he performs them very well, because he is still haven't been fired from this job.

He gets along well with children, it was he who taught them ventilation climbing, teaching them the game "Maze of Monsters", and despite the fact that he skipping his job and allows himself to be sarcastic with adults, in which case, he will always come to the rescue and help with anything can, from which we can conclude that he is a normal guy.

At the moment when he tries to get to the surface, he hears the cry of a child, and it would be unnatural for him to leave him in trouble, and he goes to his aid, knowing what danger he himself may face.

Such disclosure should lead us to begin to identify with the character, empathize with him, and so that we have a desire to act as the character himself would act, knowing his character traits, and if we were in his place.

And at such moments, the developer will try to reveal to us as many of his characters as possible, through communication with other colonists, so that we can be imbued with them and begin to empathize with them.

Characteristics and dialogue system:
-------------------------------------------------
The game will not be an ordinary "survival", where we just run, hide and escape - this would be no different from any other game of this genre.

In horror films, everything is usually bad and dark all at once, and the character has amnesia, we don't know where we are, we only have a flashlight in our hands.

Our character will have a scale of psychological health, and when he has seen enough of the horror around him, he will slowly begin to go crazy (as shown in Call Of Cthulhu: Dark Corners Of The Earth), and we will need to look for a safe place, to try to calm down.

The gameplay will be built on the theory of probability, and will not depend on our style of passing.

Even if you play the game carefully, without hitting anything along the way, every minute the percentage that something will happen will increase, someone in the distance will drop something, scream or Alien will pass by.

Even if we sit quietly in the locker, the Alien, according to the theory of probability, can open it and get rid of us.

It is quite possible that due to panic, our character, moving along the corridors of the colony, will twist his leg out of the blue and will not be able to run further until we bandage it.

In this case, it will not be necessary to look for medical bandages, it will be possible to simply tear into pieces the clothes lying nearby, with the help of which it will be possible to make a dressing.

Or in another situation, some hose with steam will suddenly break out, which can also affect our psychological health.

There will be a scale of the attitude of other colonists towards us, and our actions and choices in the dialogues will affect it.

The attitude towards us will be seen, both by the expression on the faces of the colonists, and by their actions, whether they will follow us and whether they will even start a dialogue with us.

The dialogue system will not just consist of a couple of short phrases, as it was in the old RPG like Fallout 2, but will be with a large selection of influences on a particular event.

Depending on the attitude and choice of answer, the dialogue can be interrupted both by us and at the request of the colonists, who, like us, can send us to hell and just leave.

Concept art of colonists of various professional orientations by Lev Shuralev:
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Still Collating...

Still Collating...

#341
Loving everything I'm hearing! Seems extremely ambitious for just one person, but I'm glad to wait as much as it takes for the developer to see their vision to it's fullest. I know it's hard, and isn't the most important thing ever in this game, but wishing for a slightly better head model for the Warrior Alien (wider cheek flaps, different lips, maybe he can use the Alien model from Aliens Fireteam Elite?) and smoother animations for the Alien. But I am aware how slow and difficult that is to actually do...

And love the focus on characters and stress management. Screwing up your ankle cause of stress and not being able to run is such a good idea!

I'm just glad the game is not dead, and still being planned for release one day!

Eal

Eal

#342
Alien: Isolation = Crouch and Cry
Alien: Hope for the Future = Crouchings and Cryings

But seriously, this looks mega stressful, even for an alpha dev game.


Archivarius

Archivarius

#343
Quote from: Still Collating... on Jun 16, 2023, 02:16:59 PMLoving everything I'm hearing! Seems extremely ambitious for just one person, but I'm glad to wait as much as it takes for the developer to see their vision to it's fullest. I know it's hard, and isn't the most important thing ever in this game, but wishing for a slightly better head model for the Warrior Alien (wider cheek flaps, different lips, maybe he can use the Alien model from Aliens Fireteam Elite?) and smoother animations for the Alien. But I am aware how slow and difficult that is to actually do...

And love the focus on characters and stress management. Screwing up your ankle cause of stress and not being able to run is such a good idea!

I'm just glad the game is not dead, and still being planned for release one day!

For several years, the development of the game was carried out on a "tired" laptop.

The developer recently purchased a high-performance computer, now there should be no technical restrictions when developing a game.

He promises to change the animation of the rise and descent of the Alien, and his model will move to a visually new level! (Perhaps a good modeler will help him with this).

In the future, the project will have a lot of changes, both technical and visual.

Will be reworked: lights, animations, textures and models.

The simulation of the life of the colonists will improve.

The "jerky camera" that turned on when overcoming obstacles or at the moment an Alien attacked us will be fixed.

"Loading Screen" between locations will be lost.

Audio settings will be added. Mix with 4 sliders (general, ambience, music, voice).

VR mode will be introduced.


Quote from: caffeine4671 on Jun 16, 2023, 04:45:23 PMAlien: Isolation = Crouch and Cry
Alien: Hope for the Future = Crouchings and Cryings

But seriously, this looks mega stressful, even for an alpha dev game.

https://www.youtube.com/watch?v=TE_mW79-TuQ

If you have played "Alien - Isolation" before, and you think that the experience gained will help you, I hasten to disappoint! :)

The local Alien will not forgive you haste and inattention!

Study the map of the area and the escape routes, before the Alien appears, and don't forget to close the doors behind you (you can close them on the run) - this will help save your life!

Eal

Eal

#344
I'm very glad to hear that. Is there any inspiration from Amnesia: The Bunker that will be taken? (The Bunker itself lends heavily from Isolation)Or anything frictional-esque planned?

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