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 60,268 times)

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#345
Quote from: caffeine4671 on Jun 16, 2023, 05:36:11 PMI'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?

I don't know what inspired the developer, but I felt something similar, only in Penumbra by Frictional Games.

Appearance of Aliens:
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All aliens in the game will look the same, except for cosmetic differences.

Appearance will be something between the image of the first and second films.

The perfect killing machine. A kind of cross between the "Classic" and "Cameron" type, with selected characteristics from the second.

A head with a crest decorated with spikes (in the first film, the head was smooth), a slightly protruding jaw, three-jointed legs, an arrow-shaped tail tip (in the first film, the tail was with a claw), will be like in the second film.

Growth, grace will be from Alien from the first film and Alien - Isolation.

Behavior of Aliens:
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Aliens will not behave like stupid monsters who only need to catch, kill, and then eat everyone, while destroying everything in their path.

In the first film, the Alien didn't attack anyone at first, he was exploring the place around him, until Brett came to him.

They are curious about the place where they were recently born, they study the environment in which they will later hunt, remembering objects and events.

They will play cat and mouse with the colonists, hiding from them in the shadows, bypassing from the rear or pretending to have left, and then will return again, acting secretly and ruthlessly.

At the same time, there will be no rigid patrolling by Aliens of the same route not far from us.

Of course, Aliens will also show aggression, knocking out windows and doors in their path.

However, "cannon fodder" and crowds of Aliens, as shown in the second film, should not be expected, and there is an explanation for this, which shouldn't destroy the canon:

From the very beginning of the infestation, the colony will be subjected to stealth attacks, first from one Alien, and then, every day from more of them.

There will be more Aliens, and there will be fewer colonists.

In situations where there will be a whole group of colonists, but they will be without weapons, no one will attack them in the forehead, because they are needed for the hive.

If in the first film, the Alien only wanted to, he would quickly scatter all the people, even before they had flamethrowers.

When, according to the plot of the film, colonial marines arrive armed with M41A and M56 and penetrate deep into the hive themselves, the Aliens will also act cautiously at first and will not attack in crowds, but after the marines use their weapons, they will begin to pose a threat to the Queen and the hive, for the first time, the Aliens will meet something that can really harm, and they will not be careful, and the Queen will give an order - to stop, destroy at any cost, protect the eggs and herself!

If, after the Marines had entered the hive, the xenomorphs had continued to act slowly and stealthily, the threat of armed Marines could have escaped and later destroyed the entire hive, so the "cannon fodder" in the film's plot was quite justified.

Based on this logic, in the game there will be no "cannon fodder" and "stupid breakthroughs" of crowds of Aliens and a shooting range for them.   

Still Collating...

I like that approach, it seems logical that at the beginning of the infestation, that there are fewer Aliens. I forgot the developer was working on an old laptop, that's insane! Glad he got new gear and that he has such passionate plans for this game.

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#347
Alien AI:
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The developer is modest when he says that he will not be able to make the AI corresponding to the level Alien - Isolation, although by the behavior that is already being demonstrated in the demo, one can judge that his Alien are no longer stupider than those that were in Alien - Isolation.




Queen:
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According to the plot, we may know that the Queen is under the Atmosphere Processor, but it is unlikely that we will meet her in person.

It is known for sure that as a Boss it is definitely not worth waiting for.

Facehugger / Chestburster:
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Facehuggers will not be ordinary monsters that you can easily kill or run away from them.

Each meeting with them will be arranged differently and will be memorable.

We definitely won't see Facehuggers and Chestbursters running around idle around the colony.

Androids:
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Nowhere was it said that androids were present in the colony, but on the other hand, the fact that they were not there is also strange for the Alien universe.

Whether androids will be added to the game is yet to be decided.

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#348
Atmospher Processor:
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According to the developer, with a probability of 75%, the location of the Atmospher Processor although not all, will be playable.





Transport:
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The Caterpillar P-5000 will also be available at select locations.

Presumably, it can be used in those places where one cannot do without it, where it will be necessary to lift something, disassemble or build a barricade.





The game will have an ATV, on which the Jordan's family, according to the plot, will find an abandoned ship.

On the same ATV, we will later go along their route.

It will also be possible to make a trip to the Atmospher Processor.

Whether it will be possible to simply ride through the streets of the colony on it or other vehicles is still unknown.

Perhaps it will be possible to start the engines of some transporters located in the garage or on the streets of the colony in order to attract the attention of xenomorphs with noise.











Eal

Eal

#349
Very, very ambitious!

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#350
Atmosphere and genre components:
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At one time, Alien - Isolation conveyed the atmosphere of the first film very well.

In Alien - Hope For The Future, the developer will try to convey the atmosphere of the second film.

AHFTF will not completely repeat "Isolation" in new locations and we will not have to spend 50% of the game in some kind of locker.

Hide and seek from Aliens is only part of the gameplay, but not it's basis.

The player will have to survive in the vastness of the colony, and, if possible, interact with other survivors.

The game will not be purebred "Stealth" or purebred "Action", the gameplay will be multifaceted.

The basis will be "Survival Horror" and research.

To make the graphics in the game more like a movie, a "grainy film effect" will be added to it.

Most likely there will be two options for it's implementation:

First - it can be turned on / off at will in the game settings.

The second - the image in the process of passing, gradually, itself will move from the normal state, when everything is still good, to a more grainy one, when it gets worse and worse.

Music and sounds, lighting and shadows will also work for an atmosphere of constant danger and hopelessness.

Items and the logic of their location:
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Items for the assembly of the motion tracker in the latest demo so far appear randomly. We find some obscure handle lying in a trash box where it doesn't belong, and at the same time it is ideal for a motion tracker, which is only present in the head of Colin, who is just about to assemble a motion tracker - this is very strange and illogical.




In the final version, each item will lie in it's logical place.

The handle for the motion tracker will need to be removed from some drawer.

Wires and electrical tape can also be in a drawer or on a desktop.

The sensor will not hang on any wall or hook, it will need to be removed from such an object in which it's location will make sense.

The rest of the items will be located according to the same principle, and starting from this logic, we will be able to understand where it will be possible to look for this or that item necessary for our passage.

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#351
Devices:
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Much of the game will be based on the use of the following devices:

PDA (or an item that replaces it with other characters) - through it, not only a map of the colony will be available, but also the ability to repair or hack various electronics.







Welder - with it's help, it will be possible to weld not only doors, but to eliminate any obstacles in the operation of mechanisms.




The flashlight in the game will not be long-range, because it is designed to work in tight spaces.

The luminous flux will spread to a distance of up to 8 meters.

This flashlight will not discharge.





Motion Tracker - according to it's indications, we will be able to track the movement of objects located near us.









To begin with, the unit will need to be assembled from various materials and electronics, and then, during use, make sure that the batteries have enough energy and nothing burns out.





The tracker can be improved by changing the display, up to the military version.





It will be possible to increase the range of it's action and put a more capacious battery, which, although not quickly, will be discharged.

In addition to the banal battery replacement, it will be possible to charge the device from some kind of generator using the wires that are present on the rear of the motion tracker.

Perhaps the display will have a function to display the counter of vital signs.

Even if we don't have a motion tracker or we will not be able to use it, the Aliens that are nearby can be identified by other signs.

Whether it was a suddenly extinguished light not far from us, some kind of noise, or the cry of one of the doomed colonists reaching up to.

Also, cats living in a colony are an excellent replacement for a motion detector.

When the Alien approaches, they will hiss and meow, thereby letting you know that the Alien is somewhere near us.



Items in the hands of our character, as well as weapons, will not be directly in front of the face, as they do in most FPS games, but will be at the level at which we would keep them in real life.

Eal

Eal

#352


I like how this is basically the equivalent of a modern tablet, but it looks like something from the 80s. The adherence to aesthetic and canon of the technology is very pleasing.

EDIT: Even though I don't think I've ever seen a portable terminal from the 80s or 70s that looked like this, it still has that aesthetic without copying it directly. I'm sure there's pieces and parts I'm not picking up on that are clearly on the terminal, though.

EDIT 2: Forgot that portable PDAs are actually a thing that exist, but they didn't look quite like that. The Psion Organiser for example, from 1984, 1 year before Aliens went into production looked like this:

And a more chunkier, 1983 Gavilan laptop.

Like I said, not directly copying anything as far as I know.

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#353
Armament and tactics of elimination of Aliens:
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The Heckler & Koch VP70 pistols and the M41A pulse rifle come standard, but you will have to sweat a lot to find it. Ammo for it will be in extreme short supply.







Ammunition for firearms will not fall around every corner, as they do in typical shooting games.



Whether there will be shotguns and UA571-C Automated Sentry Gun is still unknown.



In addition to standard weapons, it will be possible to use charges to excite seismic vibrations, and it will also be possible to create home-made weapons and traps from various scraps at hand: a flamethrower, incendiary mixtures, light-noise and explosive devices to scare and distract attention, etc...

For the "Molotov Cocktail" it will not be necessary to find a "special bottle", you can use any.



It will also be possible to throw empty cans to divert the attention of xenomorphs, or use them as "noise traps".



However, in the confrontation with Aliens, it would be preferable for us to avoid meeting with them, distracting them if possible, rather than attacking them in the forehead, since it will not be possible to easily kill them. Aliens have little to no chance of dying quickly.

In the garage there will be an opportunity to drive one of them under some kind of hydraulic press.

It will be possible to set fire to the jets of gas coming out of the escaped pipes - this will help to drive away the xenomorph following us for a while.

At the same time, using any weapon, you shouldn't neglect safety precautions.

The same flamethrower will not be very effective, especially when Aliens climb on us from different sides, and in the heat of battle, as a result of inaccurate handling of it, the same flame, we can hit one of the colonists, which will entail sad consequences.

With the sounds of gunshots, you need to be just as careful.

If we don't have enough ammo and we have nowhere to run, we will have to think several times whether it is worth making an extra noise at all, which can attract many xenomorphs.

Eal

Eal

#354
I like this cautious implementation of firearms. Aliens can be killed, but it's probably not worth it given the ammo needed and likelihood of being instantly killed

QuoteAmmunition for firearms will not fall around every corner, as they do in typical shooting games.
And this too. In a survival situation...ammo would likely mostly already be horded by other survivors who have firearms. Excluding
areas that are too dangerous to go into.

BlueMarsalis79

But what do they eat? The inhabitants of Hadley's Hope.

[cancerblack]

Freeze dried bullshit and gruel, probably. But it'd be cooler if there was some sort of limited clone farm to generate runners.

Eal

Eal

#357
Cornbread.

[cancerblack]


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#359
Quote from: BlueMarsalis79 on Jun 19, 2023, 02:19:08 PMBut what do they eat? The inhabitants of Hadley's Hope.

Cornbread :laugh:

The colonists have hydroponics. It grows strawberries, tomatoes, radish, eggplant,
cucumbers, cabbage...

In the colonial dining room you can see: mashed potatoes, salads, goulash, pastries (cookies, rolls)...

When everything goes bad, there will be suicidal forays in search of food for themselves and the survivors.



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