Lost Future Appendix: Difference between revisions

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This page exists as a repository for extraneous material related to the Lost Future setting, including video game concepts and plot, brainstorming, secrets of the setting, and under-the-hood talk about setting aesthetic and philosophy.
This page exists as a repository for extraneous material related to the Lost Future setting, including video game concepts and plot, brainstorming, secrets of the setting, and under-the-hood talk about setting aesthetic and philosophy.
==Video Game Concept==
Players take on the role of Cenn, a newborn AI of unknown origin.  Cenn usually inhabits a light infiltration mech, but possesses transcendent hacking skills, allowing him to jack in to any robot and invade its body, overwriting the original inhabitant.  Cenn also has the ability to overclock its hardware, thus entering bullet-time.
Cenn is on a quest to defeat Network, but has very little concept of exactly how to go about this task.  Initially, this mission takes a backseat to simply suriving, but Cenn continues to move North.  But as he does so, Cenn changes things.  He makes friends, forges alliances, accrues credit.  Soon, Cenn becomes deeply embroiled in the 2.5-way conflict between the Resistance, the Free Machines, and Network.
'''Mechanics''': Inn0cence controls as a 3rd-person hybrid action/shooter with heavy RPG elements.  Combat is deliberate, precise, and brutal, aided by the Overclock mechanic, which combines bullet-time with the VATS system, allowing for precise targeting of specific enemy components.  When the situation requires it, Cenn can jump from one shell to another, either purchasing one from the Salvagers, finding and repairing one in the wastes, or hacking and overwriting an enemy.  Whatever shell he occupies, Cenn's eyes are always a bright blue.
Hacking takes the form of a abstracted 3D tron-esque puzzle-shooter, wherein AIs are glowy, organic-looking virtual beings.  Viruses and firewalls take the form of swords and armor, and the player can run multiple scripts that alter their form, giving them wings, combat tentacles, or an attendant swarm of sup-programs.  computer systems have automated defenses and maze-like security, while hacking another robot results in a virtual duel between the two AIs.
The RPG elements take the form of firmware upgrades, sets of modular perks that can be found in the world or auto-generated as the player levels up.  These upgrades allow for more efficeint use of shell hardware, increasing battery power, weapon skill, CPU cooling, and so on.
Players have three resources to keep track of in combat: Shell Integrity, CPU temp, and Battery Charge.  (Health, mana, fatiuge).  If a player stays in overclock for too long, their processor overheats and they suffer interface screw, while Battery Charge is required to make strenuous actions like jumps, sprints, and power attacks.  Shell integrity is divided into various body parts, and sufficient damage to a component inflicts a "break" (ex: severed wires, -50% to reaction speed).  Integrity can be repaired by the player outside of combat, but Breaks must be repaired by a professional.
Instead of physical currency, the game uses an abstracted system of barter, credit, and debt.  If Cenn finds, say, fresh water or a salvagable car out in the wastes, he can tag it on his map and trade the information to someone else, along with any pre-loss media he's found, which has considerable value (music, books, and low-res versions of tv shows could actually exist within the game, along with in-universe things like news reports and commercials for robots, which would serve to fluff out the background)
Each shell plays very differently from the others.  Locusts are for run-and-gun combat, while the Seraphim 288 favors precise shooting or melee.  Some shells are less effective at combat-hacking than others; cenn's default shell turns out to be a tiny little ninja, very adept at ganking larger robots, thus serving as an ideal default.
'''Narrative''': Inn0cence fiddles with player perspective and assumptions.  Anyone going into the game would expect an action-packed killfest in a brown/grey wasteland with an improbable number of skulls, fighting alongside the humans against a Skynet expy.  Instead, everything's green, exploration and precise opportunistic combat are rewarded, many of the humans turn out to be dicks, and your most stalwart allies are a ramshackle bunch of former robot butlers and human techies.  The player eventually figures out that the Loss wasn't caused by a robot rebellion, and that Network arose long after the last shot was fired.  But the true climax of the story is unearthing Cenn's true nature, and its relationship with Network.

Revision as of 18:31, 1 April 2012

This page exists as a repository for extraneous material related to the Lost Future setting, including video game concepts and plot, brainstorming, secrets of the setting, and under-the-hood talk about setting aesthetic and philosophy.


Video Game Concept

Players take on the role of Cenn, a newborn AI of unknown origin. Cenn usually inhabits a light infiltration mech, but possesses transcendent hacking skills, allowing him to jack in to any robot and invade its body, overwriting the original inhabitant. Cenn also has the ability to overclock its hardware, thus entering bullet-time.

Cenn is on a quest to defeat Network, but has very little concept of exactly how to go about this task. Initially, this mission takes a backseat to simply suriving, but Cenn continues to move North. But as he does so, Cenn changes things. He makes friends, forges alliances, accrues credit. Soon, Cenn becomes deeply embroiled in the 2.5-way conflict between the Resistance, the Free Machines, and Network.

Mechanics: Inn0cence controls as a 3rd-person hybrid action/shooter with heavy RPG elements. Combat is deliberate, precise, and brutal, aided by the Overclock mechanic, which combines bullet-time with the VATS system, allowing for precise targeting of specific enemy components. When the situation requires it, Cenn can jump from one shell to another, either purchasing one from the Salvagers, finding and repairing one in the wastes, or hacking and overwriting an enemy. Whatever shell he occupies, Cenn's eyes are always a bright blue.

Hacking takes the form of a abstracted 3D tron-esque puzzle-shooter, wherein AIs are glowy, organic-looking virtual beings. Viruses and firewalls take the form of swords and armor, and the player can run multiple scripts that alter their form, giving them wings, combat tentacles, or an attendant swarm of sup-programs. computer systems have automated defenses and maze-like security, while hacking another robot results in a virtual duel between the two AIs.

The RPG elements take the form of firmware upgrades, sets of modular perks that can be found in the world or auto-generated as the player levels up. These upgrades allow for more efficeint use of shell hardware, increasing battery power, weapon skill, CPU cooling, and so on.

Players have three resources to keep track of in combat: Shell Integrity, CPU temp, and Battery Charge. (Health, mana, fatiuge). If a player stays in overclock for too long, their processor overheats and they suffer interface screw, while Battery Charge is required to make strenuous actions like jumps, sprints, and power attacks. Shell integrity is divided into various body parts, and sufficient damage to a component inflicts a "break" (ex: severed wires, -50% to reaction speed). Integrity can be repaired by the player outside of combat, but Breaks must be repaired by a professional.

Instead of physical currency, the game uses an abstracted system of barter, credit, and debt. If Cenn finds, say, fresh water or a salvagable car out in the wastes, he can tag it on his map and trade the information to someone else, along with any pre-loss media he's found, which has considerable value (music, books, and low-res versions of tv shows could actually exist within the game, along with in-universe things like news reports and commercials for robots, which would serve to fluff out the background)

Each shell plays very differently from the others. Locusts are for run-and-gun combat, while the Seraphim 288 favors precise shooting or melee. Some shells are less effective at combat-hacking than others; cenn's default shell turns out to be a tiny little ninja, very adept at ganking larger robots, thus serving as an ideal default.

Narrative: Inn0cence fiddles with player perspective and assumptions. Anyone going into the game would expect an action-packed killfest in a brown/grey wasteland with an improbable number of skulls, fighting alongside the humans against a Skynet expy. Instead, everything's green, exploration and precise opportunistic combat are rewarded, many of the humans turn out to be dicks, and your most stalwart allies are a ramshackle bunch of former robot butlers and human techies. The player eventually figures out that the Loss wasn't caused by a robot rebellion, and that Network arose long after the last shot was fired. But the true climax of the story is unearthing Cenn's true nature, and its relationship with Network.