Memory Lost-Max Hardcore Cyber-killers, capture of the mind, one clip and not a single right to error. John Wick, it’s you?
“Memory Lost” – perhaps the son of Ruiner and Messiah, where the dynamics of shootings and the gloomy world of the future came from the first, and from the second – the mechanics of relocation to the bodies of enemies and NPC.
Perhaps we will start with the most important:
How can the project captivate you?
Gameplay.
The ability to capture the enemy’s mind, moving and controlling it, in the shooter format, quickly captivates and after half an hour/hour of the game, you do not understand how to play other games of such a genre without this mechanics. It is like the appearance of a jump in shooters, in due time, but a step further. This takes the dynamics to a new level – you just need to use ultu and you are in the body of any enemy with the abilities or weapons you need, suitable for the situation or your gameplay style.
The ability to move to opponents on the verge of death further increases the dynamics, and taking into account the fact that relocation is the only opportunity to replenish HP, you will not be able to constantly be in your favorite archetype of the enemy and forced to change your gameplay, depending on which you are in the body and what weapons you have.
In addition, the weapon system tied to certain archetypes, for example – near -combat weapons unique and strictly tied to the type of enemy. In conjunction with special skills or special blows, can make fascinating passage only through a close battle.
Far battle again can have its own special. ability, depending on the type of enemy, which we control and there is a restriction on the use of long -range weapons with certain archetypes – for example, a huge sledgehammer cannot raise pistols and automatic machines, and the archetype butcher cannot wear any types of weapons and fights only fists and special. Abilities.
Narrative.
In addition to a fascinating fighting, the game has a narrative diluted by black humor on the verge (on Unreal Contest, where we became finalists, we were described as a geek trash in the good sense of the word and wished to go the same way) – 170 pages of Laura, realized through the encirclement, notes inside the game, dialogs and hub Location (memory projection). The game combines the stream of shootings and the dynamics of the battle with an interesting history, while you can kill all the NPCs at the levels or simply ignore them without plunging into history – this will lead at the end of the game to another ending, compared to those who delved into history.
The main character-the neural network was introduced into the ecosystem of the killer robot to perform combat missions, which requires the creative approach and flexibility of the mind, inaccessible to classical AI.
The creators decided to leave in the body as a consultant to the main character and responsible for some technical capabilities.
Unlike most games, the nature and motivation of the neural network change precisely thanks to the main gameplay mechanics – relocation.
The neural network is click over here now always accompanied by two observers:
The first is Mark (a mobile assistant of an employee of a corporation), an internal observer. He is a mentor, a colleague, and a neighbor with whom he has to get along in one body.
Second – coherent, external observer. He is a mirror Rydskay, a representative of its morals and work principles.
Music.
In the game, about an hour of music written specifically for our project, as well as more than three thousand sound asses are used, allowing you to dive into the game memorable (we are nominees in the category of the best sound in the Indiecup 2021 contest).
In addition, we decided to make a complete voice acting of the game in several languages, including Russian.
Directly the battle regime
Steps echoed by sewer manifold. Indicators report: three percent of health remain. Negmed. I check the gun … only two cartridges. A armed detachment of cultists comes out from the corner ..
… and this is my salvation! They are chipped, which means I will move to one of them. There is that with a machine gun. It looks extremely attractive.
The entire battle system is built around the mechanics of relocation and the constant change of the enemy’s body in which we are now. Diligns this large number of unique enemies, with unique abilities (access to which we get moving in them) and with a variety of weapons.
The story of the game
A cold February day, a group of friends gathered in the kitchen of the apartment, choosing the main mechanics of the future game in long disputes. After five hours of disputes, we came to a single thought: from childhood we all wanted to play for the enemies with whom you are fighting. And to be them not only externally, but also internally: use their weapons and abilities.
It always seemed strange to me: so I defeated the enemy, he falls to the ground, next to him – his armor and weapons … But I can’t raise them! Add curiosity to this: and if a living person fought for this thug – how would he fight? How I used the whole arsenal of receptions? This thought created the basis of the concept of Memory Lost.
System of levels, locations
Also, do not forget that such mechanics is a great way to connect a gameplay chip with narrative. If you are instilled into the enemy’s body, then you copy his life.
You travel in his own skin, come across his environment, you can see iconic memories. Will it make you look at the enemy differently? It is quite possible. Even if not to be imbued with sympathy, but at least understand the motivation.
The formation of our team
The formation of the team was a long process. Initially, there were five of us-we burned with games and in order to do something of our. Enthusiasm compensated for the lack of knowledge at the beginning and allowed to advance where others have already abandoned a similar venture.
The following composition began: a programmer, a game designer, two novice 3D artists and a novice 2D artist. For the first five months we threw ideas, created a general concept, studied a new area for ourselves.
A significant change occurred in the fifth month. Our colleagues – another studio that makes the game enthusiasm – fell apart. Part of the team joined us – we immediately became 9 people. This seriously accelerated the development, but we quickly discovered areas in which we still do not have enough resources.
Since the work of everyone in the team was accompanied (and continues to be accompanied by) with a small financial reward, I went to the second work after the main one and even took a couple more part -time jobs so that there were funds for the team. For another three months, our team has grown to 16 people.
After some time, we have already become 19.
Plus or minus this composition we have been developing for two years. All are very motivated to release the game as soon as possible and see the reaction of people to our creation!
Right now, we add content to the game:
The pumping system of our main character. Add new abilities we improve visual. We introduce additional mini-bosses into the game.
What remains to do before the release of the game?
Work with optimization (now there are a lot of extra shadows inside the game and some of the objects of highly polygonal, plug -in, which seals performance). Quite a lot of work is ahead.
The editing of the balance (there are directly very good places in the game, which is fascinated and introduced into the stream, there are part of the places where there are problems with the balance and this makes you die and suffer in the process of passage, we plan to better polish such places so that the passage depends on the player’s skill, and not on the memorization of timings and the behavior of enemies).
Work on UX/UI (now part of the interface is plug -in and slightly spoils the overall impression of the game, unfortunately we do not have a good specialist in this area, but we will try to do everything in the best possible way).
We also do not miss the opportunity to try Free Demo version that is available on our page Steam.