Lost Memories: Ghosts of the Past is an action/thriller/horror FPS game. The game focuses on patience and determination from the player, but with some arcade elements such as: Dash ability or double jumb ability in order to help you get out from extreme situations. But using all your abilities will have an cost. If your energy reaches 0 your suit will shut down and the hud will dissapear, your hp will not regenerate, your movement will slow down and you will not be able to use your abilities. It is a single player game that focuses on the story of Jospeph " Lazarus " Alexander, the human from the past that came back to life and is helped by a team of soldiers from the EDF to escape the facility that is collapsing.
Features:
Intense first person gameplay with deadly enemies.
Dash and double jump abilities that can help you escape and reposition during combat or find other ways to advance through your missions.
Immersive H.U.D that will put you in the eyes of the character.
Scanning ability that will help you find your way during your missions, that will help you find objectives, lore logs, amunition for your weapons, new weapons or your way out during intense situations
Drone ability, the ability that will help you plan your moves before entering the next room, that will help you access areas that the player cannot access.
All the abilities come with a cost. They are consuming the suit's energy. If your energy is too low, your HP will not regenerate. If the energy reaches 0, your hud will dissapear, your movement will be slower and you cannot use your abilities anymore.
Environments affectors that will drain your energy and will affect your vital signs. Staying too much in areas where the heat is too much? Your suit cannot cool your body forever. Same goes for the very cold areas or where the radiation is too much for the suit to absorb. The temperature and radiation levels will always be present on your hud.
Realistic weapon handling. The player can choose between 3 stances: Relaxed, where the player will lower the weapon and regenerate stamina. Hip fire stance, where the player is able to shot on the direction of the laser pointer ( the game will not make use of the crosshair ), but this will consume stamina and increase the weapon sway. Aim stance, where the player can access it only if it is in Hip fire stance and will have more accuracy, same as the hip fire stance it will consume stamina.
Unique enemies ( bosses ) that will test the will of the player.
Lost Memories: Ghosts of the Past Pre-Demo 0.8.9 changelog:
ammo text added for all ammo items so they can be easier to spot.
Changed the lighting intensity in the Operation Trojan Horse shuttle
Added smooth transition between player camera and console
Balanced to weapon recoil depending on weapon
Fixed issue where player can dash on place
Added different secondary weapon ( 3 secondary weapons: 1 handgun, 1 shotgun and 1 smg, not available during 0.8.9 the play )
Added 3 dialogues where the player is informed how to use Dash, Drone and Flashlight
Updated the drone U.I
Fixed weapon saving system (edited)
Added lockers
90% polished the last part of the mission
Further improvements to the Boss AI
Added condition if the player do not jump on the shuttle to fail the mission. ( Devil's Trap )
Added lt michael and elaine adams in the shuttle at the end of the mission
Added death volume to the Reactor Room if the player is in the room after the countdown has ended
Lowered the time to leave from the reactor room to 30 seconds instead of 60 seconds
Added 2nd and 3rd narration soundtrack
Added 1st zone Backround soundtrack
Added logic for the 8 zones music in order to be played based on the zone
Added UE4 logo splash screen
Re-adding the takedown ability
4 animations implemented for the non-lethal kills
Fixes to A.I patfinding in order to not try to go straight at the player, making them blocking in walls
Fixed headshot logic ( now the player can headshot the A.I while it is in combat )
Added an ability for the player called " Ultra Instinct " the ability will consume a very heavy amount of energy ( the ability will slow down time for about 3 seconds )
Added weapon collision for the player character to lower the weapon when colliding with walls or objects ( secondary and primary ) (edited)
Fixed shadow depths in headquarters
Fixed shadow depths in operation hungry dog
Further improvements to the A.I ( now the A.I can hear the footsteps of the player in a certain radius, it will search the player if he is not seeing him, it will alert other A.Is of the player's location if they hear or see the player, assigned random locations for every A.I in order to not stuck on each other, the A.I can now interact with some elements in the world, assigned symetric patrol routes and timings to increase the stealth scenarios)
Polished the condition for footsteps sound. Now if the player enters a sphere that is attached to the ai the footsteps will make sound. If he is crouched the footsteps will not be heard by the ai while the player is inside the sphere
Increased the hearing threshold of the A.I to 15000 units in order to be able to hear the gunshot at distance
Added a multiplier by 2 to the mouse senisitivity when the ultra instinct ability is activated to not have an impact to the mouse sensitivity
Added time dilatation to the sounds in order to simulate the slow down time
Decreased game size from 8.33gb to 6.93
Modified the AIs hearing and alert radius according to the area they are in, in order to optimize the the AIs responding time to shooting or to friendlies death (edited)
Added Restart Level functionality for all levels
Added Ammo Count and Scanner Online-Offline to the H.U.D
Added a new room in the Operation Trojan Horse as a transition between sector A and B. Thus enhancing the stealth level of the mission.
Added logic to the A.I when the player kills the A.I from behind ( takedown ) the alert radius of that A.I will be set to 0
After almost 3 years of work the demo for the project that i am working on as the sole developer is almost finished. The playtime of the demo will depend...
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