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Forsaken Few bases itself around Survivors vs. Zombies combat. Generic? Perhaps. Fun? Hell yes! With a mix & match weapon system, highly dynamic surroundings and much more, this is the mod to play for all of your extensively interactive and realism needs. See the description for the full extent of the mod's goals!

Report RSS Media Release #1 - Survivor Revealed

Media Release #1. Release Topics: New Minimistic Wallpapers, Final Logo Design Introduced, Feature List Updated, Survivor Model - Huge Milestone, Other Renders, Looking For Coders.

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New Minimistic Wallpapers
Those looking for simple desktop wallpapers may be interested to know that two new simplistic Forsaken Few themed wallpapers were recently added to the media section. See here & here.

 

Final Logo Design Introduced
With this update comes a new logo design which will represent Forsaken Few. With less shapes and colours used, it accentuates the "few" factor of the mod's title.

 

Feature List Updated
- Complete visual conversion, set in a post-apocalyptic horror theme
- Close over-shoulder third-person view, all the fun of third-person without the "advantages"
- Dense urban environments increase the feeling of tension and unease
- All environments feature a vast amount of freedom and interactivity, therefore opening up new paths to players, such as; destroying environments, starting/extinguishing fires, barricading, trap setting and much, much more
- Zombies will mainly be AI-controlled, although both Zombies and Survivors are playable
- Survivors can use any potentially dangerous objects available as a make-shift weapon to fend off massive hordes of Zombies
- Infection style system forces Survivors to turn on their previous allies, preventing the usually dull spectator experience
- Survivors will have to gather and consume "provisions" to survive, among other unique features
- Highly customisable player models, many aesthetics to choose from
- No preset teams or allies; choose to survive alone, hording potentially useful objects for yourself, or forge a friendship with other Survivors to share the burden of survival
- No preset classes or levelling system; with the interactive freedom of the mod, players choose their own style of game-play
- A dynamic and separated two-handed system allows for a huge variety in weapon/item mixing and matching
- Map locations are set in the fictional city of Oceanic, which features a large variety of environmental districts
- 3 game-modes provide additional variances in game-play for both Survivors and Zombies - With an absurdly low Survivor-to-Zombie ratio, Survivors must use their wits and cunning to survive the onslaught
- No preset weapon/item positions will be used, instead the maps will be loaded out with huge amounts of "possible" spawn points, some of these will then be picked at random to have weapons/items spawned at them.

 

Survivor Model, Huge Milestone

Survivor-1Survivor-2


While it still requires a few tweaks, with the model comes a huge milestone reached for the mod. This mesh will be used as a base for other Survivors and Zombies, for efficiency and time's sake. However, each variant will be tweaked to a point where they'll be indistinguishable from one another. Now this model is near completion, we can almost start tweaking it for Zombie use, this will likely be our next aim.

 

Other Renders

Hudson-1 Hudson 2

Coat Rail Baseball Bat

 

Looking For Coders
We now feel the mod has reached a point where we can start recruiting some new team members, as of this moment however, we're only on the lookout for coders. We're looking for coders who share the same belief that what we're trying to create will be fun, enjoyable and achievable. The main things that would need to be coded in at the moment, are:

- Third-person view
- Draining/replenishable "needs" bar
- Separated two-handed weapon/object system

Much more indepth detail on these projects will be provided on request. We realise these are large tasks to undertake, so previous coding work with the Source engine will be pretty essential. Due to the importance of these tasks, we ask for serious offers only. Cheers for any interest.

Post comment Comments
kinesis916
kinesis916 - - 739 comments

It looks rather good.
I like how you are using the same trick I have used before, and use one model as a base model on which other models are based upon. It can make for very quick work since you don't need to completly build it all again and again.

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Docm30
Docm30 - - 775 comments

The text on your feature list doesn't fit.

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Kathar Author
Kathar - - 4 comments

Cheers for that Doc, that'll teach me for late night posting, hehe. Sorted it out now.

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Otreum
Otreum - - 767 comments

I agree with kinesis, it is a great way to do models, however, it's far better to just do a no clothes model like a mannequin (however you spell it) and then extrude the clothes out from there if need be, then you can change heights, any facial details such as your nose width, bridge, nose length, eye height, eye width and all that good stuff without a problem.
Definately easier than recreating a whole model, but as far as practise goes, it won't teach you how to make a human model properly from scratch, so when you get into a game career you'll be taking your time making one model, where as those who actually created model upon model from scratch will make human models like a breeze.

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Kathar Author
Kathar - - 4 comments

While I do agree with you on this, we sadly have to be realistic. We're estimating that a "maximum" of 40 Zombies will be rendered on screen at one time (probably only 25 of which will actually be seen), so to ensure we don't get too many "clones" among them, we'd have to do at least about 60 variants, which is just too much of a work load for the small team we have so far (especially when so much other stuff needs making).

Loads of clothes share the same general shape, so I reckon we can just re-texture them to visually differ from one another (although 2-4 adjusted body/clothes models may need to be made). The main issue will be with heads, but I believe we can improvise with about 5 textures per head model. We'll be making new heads for the Survivors character customisation anyway, so we can kill two birds with one stone here.

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pedro0930
pedro0930 - - 68 comments

Sounds like a great concept! A bit of The Ship feel, I like it.

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Victorious
Victorious - - 127 comments

i like all the weapons done by Kathar.. nice work, especially liked those Berettas.
about those zombies.. i would spend more time in making different looking zombie models, instead of only making multiple skins for a few models..
the texture alone won't hide that you're continuesly using the same model.

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