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PROJECT /04

Lost Crew

COLLABORATIVE PROJECT

Lost Crew mission briefing flowchart covering Earth’s collapse, Exodus Line, ODYSSEY-7, crew selection, and captain notes.
Lost Crew is a narrative- and systems-design-driven sci-fi project in which the player acts as a captain. Crew selection, mission context, interconnected stats, and branching decisions shape morale, operational conditions, crew state, and later consequences.REVIEW CONTEXT → READ CREW / SYSTEM STATE → MAKE A CHOICE → APPLY CONSEQUENCES → UPDATE CREW / SYSTEMS → FACE THE NEXT SITUATIONView full-size image ↗

OVERVIEW

The Project

Lost Crew centers on the design of a captain-led expedition rather than current visual polish. The project connects crew composition and relationships, general and detailed stats, mission information, and branching choices so decisions can alter morale, operational outcomes, system conditions, and later narrative situations. Ahmet’s contribution covers the project’s planning, narrative, character, system, interface, and documentation work—not programming.

SYSTEM HIGHLIGHTS

Core Systems

Core design areas presented through prototype gameplay and the project’s planning documentation.

DESIGN PRESENTATION

Systems + Media

01 — Choice & Consequence DesignA prototype decision moment showing how a captain-facing choice can feed forward into later states, responses, and narrative or systemic consequences.

Choice & Consequence Design

Captain-facing choices are designed to feed forward into later outcomes, crew states, system conditions, and narrative consequences.

CONTRIBUTION
Designed the choice-and-consequence structure and documented how decisions propagate into later states and follow-up situations.

ARCHITECTURE

System Map

Captain decision and consequence loop

Information establishes the mission and crew context; the captain makes a choice, connected stats change, the crew responds, and a new situation creates the next decision.

MissionBriefingCrew / RoleContextControl PanelPlayer ChoiceGeneral StatsDetailed StatsState /ConsequenceCrew ResponseNew Situation/ Choice
  1. Mission Briefing
    • Flows to: Crew / Role Context
  2. Crew / Role Context
    • Flows to: Control Panel
  3. Control Panel
    • Flows to: Player Choice
  4. Player Choice
    • Flows to: General Stats
  5. General Stats
    • Flows to: Detailed Stats
  6. Detailed Stats
    • Flows to: State / Consequence
  7. State / Consequence
    • Flows to: Crew Response
  8. Crew Response
    • Flows to: New Situation / Choice
  9. New Situation / Choice
    • Flows to: Mission Briefing

SCOPE

Responsibilities

NARRATIVE & CHARACTER

  • Narrative and worldbuilding design
  • Character design and character-background planning
  • Crew structure and role planning

SYSTEMS & DECISIONS

  • Stat and system design
  • Choice-and-consequence structure planning
  • General game-design direction

DOCUMENTATION & INFORMATION

  • Flowcharting and project documentation
  • Control-panel and information-architecture planning
  • Mission, profile, log, and decision-flow planning

DEVELOPMENT NOTES

Development Process

  1. 01

    DESIGN FOUNDATION

    The project began by defining the mission context, captain role, crew structure, characters, and the broader narrative framework.

  2. 02

    SYSTEM ARCHITECTURE

    Flowcharts connect general and detailed stats, crew responses, operational conditions, and branching choices into a repeatable consequence loop.

  3. 03

    DOCUMENTATION + PROTOTYPE

    Lost Crew is currently presented primarily through design documentation supported by prototype gameplay. Its strongest evidence is the depth of systemic and narrative planning.

  4. 04

    PRESENTATION STATUS

    The gameplay presentation remains prototype-stage, and some backgrounds and character visuals currently use temporary AI-generated placeholders. Programming is collaborative work and is not claimed as Ahmet’s contribution.