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Fall of the Living: First Outbreak (Beta Download)

Johnathan Preciado Productions presents...

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Genre : Action/Adventure/Survival Horror/Rpg
Engine : Rpg Maker XP
Players : Single Player
Download Size : 287 MB

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This topic is to review beta test results, as well as keep an eye on the amount of users interested in the game as the other topic has been started years ago. I believe this topic serves a different purpose than the development topic for the complete game. If this is a problem I will merge the main topic into two sections beta/full game development.

What is Fall of the Living?

Fall of the Living: First Outbreak is a survival horror action rpg made in RMXP that has been in production for quite some time now. It uses almost completely custom coding trying to steer away from nearly all RMXP's default systems.

Note Beta Campaign Mode Contains NO story mode gameplay. This is a COMBAT SYSTEM TEST BETA. To strictly test the combat on maps that will be featured
in the final game. None of the 3 stages end by themselves. After you have killed all the zombies and explored all the levels press the F12 button to return to the main menu to select the next stage through campaign.


Features:
-Advanced Weapons System - Take control of a detailed combat system. Ability to perform instant kill headshots. Fueled by the Mushroom Cloud Engine. A powerful engine I created from scratch taking advantages of a custom particle animations systems, and a deep stats system per weapon.

-Blood System - Enemies splatter blood when hurt

-Custom Map Lighting

-Achievements

Beta Locations:
-Apartment Complex: A staff section at an apartment complex uptown.

-Urban City (with a few stores) Has many areas, and the most zombies of the maps. The map downtown has a horde event.

-Country Side (with Abandoned Airport)

-Sheriff Office [Extra Op]

Beta Screenshots
Apartment Complex
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Urban City
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Country Side
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Videos
http://www.youtube.com/watch?v=BtbAntWDHNw

a small teaser of gameplay. Had to record offscreen due to my laptop not being able to record the videos fast without lag. I'm sorry for the bad quality, better on screen version of gameplay test showing multiple weapons will be posted soon.

Gameplay with the silenced MP5SD, USP, and MOSSBERG 500 12 gauge.

Graphics bugs are present in the video, ignore them.

Beta Gameplay Instructions and controls (Important)
About Weapon Slots (Inventory System)
Weapon slots are seperated into 4 different catagories. A,B,C and D.
You press W to switch through the weapon catogory letters.
Slot A: Primary Weapons (Assault Rifles and Sub Maching Guns only)
Slot B: Secondary Weapons (Handguns Only)
Slot C: Support Weapon (Shotguns and Hunting/Sniper Rifles)
Slot D: melee Weapon (Not available in beta)
If you look at a weapon that is able to be picked up, it will tell you which slot the weapon will take up. S1, S2, S3, Meaning slot A, Slot B, slot C.

Refilling your ammo:
[Ammo stashes are on the starting point of each stage, as well as can be found randomly around the level. Ammo stashes have a variety of ammo types. To collect ammo, simply equip the weapon you would like and interact with the ammo stash. You can refill slot A, B, and C with ammo stashes.

Reloading
There is no auto reload. To reload your weapon press the Q key.

Running
Hold the S key while walking to make your player Sprint. You cannot run and attack with firearms

Attacking
After equipping youre weapon, and weapon slot, press and hold the A key to raise your weapon. Release to lower your weapon Press the SPACE BAR, or Enter or C while aiming your weapon to fire. While aiming your weapon, the players direction will be locked, allowing you to STRAFE.

First Aid Kits.
If a first aid kist is found, hold the Z key 5 seconds untill your health is fully restored. There will be no indication
of if your using it (glitch in beta)
(only ONE first aid can be carried at a time)

Beta Stages
Some of the stages in the beta are uncomplete graphic wise. Alot of the buildings in the beta CANNOT be entered, there was not enough time to do all the interiors, definately next demo. Small graphics or gameplay bugs may be in it. That is the REASON FOR A BETA.

Download the Beta!
Link Fixed!!
Downloading this beta means you agree to not hack, tamper, or break the games encrypted file. Steal graphics to edit them or anything. I will release this system as a standalone in a few weeks.

I Agree, Download the Beta

Post your thoughts or comments on this thread when finished. Or need help or have questions.

Known Bugs
Muzzle Flash - Smoke from firing gun sometimes a small puff goes in wrong directionwhen firing. this is just a graphics bug and does not affect gameplay. the muzzle flash animation is not complete, and doesnt have up and down animations.

Reloading - The "Reloading" Text stays on screen if you teleport to a new map while the text is displayed.To fix this error, simply reload again

Slot Menu -Somtimes on the first safe map, and only that map, the Slot menu will cycle through only a and b, or c and d. You can still pick up weapons. To fix this just continue to the second map and it will be returned to normal

Help! Review the beta
Write a small review of your experiences to help develop the game further for your enjoyment.

Promo Code: Extra Op
Enter this code to open the small extra map, Sheriffs Office.
To unlock the stage through campaign input the following promotional code in the options menu. Code: "WANTED". In all capitol letters without qoutation marks.
 
I keep trying to extract the game, but everytime it gets to: Audio\SE\zombsfx4.wav it freezes and becomes unresponsive and I cannot continue. This is about 75% into the extracting phase. So I cant play it *tear*
 
Just downloaded and tried it out, here's a few quick thoughts as I play:


I really like the control system. I was worried about having a cycle button instead of assigning a different button for each slot, but this setup allows you to switch from your firearm to your sidearm in a hurry which I like. The way you've handled aiming works well and is really smooth but I couldn't help but feel like certain long range weapons should be able to pan further. The blood splatter system is beautiful and fluid and makes the gun play so much more visceral and satisfying. There were plenty of animation glitches as you know, on certain maps when I aimed my weapon (particularly the G36) the character would strafe but wouldn't hold up the gun. Reloading animations would be really great, but it's not a necessity. The lighting and fog system was also quite pretty.

One thing I really didn't like were the size of the tracers. The shotgun pellets look nice, but in my opinion the bullet animation is way too thick and looks a bit silly. The muzzle flashes looked really cool though, when they worked. The ammo count seems to be really glitchy, sometimes the gun keeps firing after the round counter reaches zero, and sometimes it would fire without sounds -I'm of the opinion that sound is a crucial element in satisfying gun play so these kinda glitches really stood out and detracted from the experience. I don't know if it was an intentional decision or not, but only having an overall ammo counter with no indication of how many rounds were in the magazine was quite annoying; even if you do leave out the exact number, a percentage bar in the shape of a gun magazine would be really handy but that's all just personal preference I suppose.

Overall, it was heaps of fun and I look forward to the next update. I'll edit if I have any more thoughts as I go along.


EDIT: Oh, also, I'd really suggest that next version you implement some way to return to map selection without having to wait through the intro sequence each time.

EDIT 2: Another bug, sometimes when I return to a map I've already cleared, all the enemies resurrect and then instantly die again.
 
Cool man. Some weapons will pan further, that was the point to the panning camera, so rifles can aim further.. The g36 was added last minute so i must have forgot to add the code to aim on a map or two. The coding to it is still complete you can still shoot and stuff.. All weapons will have animations.. f you select the M16 and aim and stand still youll see the breathing animations. reloading animations are planned and will be n the next one. as for the ammo system its solid. The Uzi in the game has infinite ammo that's why it's called the "Special Uzi"....and when you return to the map to see the enemies die thats just cause the maps clear. The next version wont do that. And the zombies will respawn slowly. Alot of stuff was thing that are incomplete or was intentional with things in mind for the beta, but thanks for playing

I couldnt put alot into this beta because time restrictions. But just figured might as well post some kind of gameplay.
 
So I played this game yesterday. I actually had to download the RTP just to play this game. I had a great experience with it, and I'm hoping to give a more in-depth review later on.

However, at this time I will tell you the glitches I've found so far, and other nuisances of the game.
There's an annoying white sprite at both sides of the main character when walking up or down.
When you pick a gun, the GUI should probably show the gun you just picked.
When you start shooting and get hit near the edge of the map, there's a glitch where the main character will simply disappear. It's hard to reproduce.
When you exit an area and zombies are dead, they die all over again. You could probably fix this with switches or temporary variables.
The controls are hard to get used to.
You could probably do with better menus.
When you die, you should begin at the start of the stage.

The gameplay itself is fantastic, and I have no complaints here. I kept dying and trying again until there was nothing to do. I was a bit disappointed about there being no ending in the demo, or perhaps an Easter egg. Great job. It's probably the best RMXP action game I've seen.
 
Juan J. Sánchez":23fqulr7 said:
So I played this game yesterday. I actually had to download the RTP just to play this game. I had a great experience with it, and I'm hoping to give a more in-depth review later on.

However, at this time I will tell you the glitches I've found so far, and other nuisances of the game.
There's an annoying white sprite at both sides of the main character when walking up or down.
When you pick a gun, the GUI should probably show the gun you just picked.
When you start shooting and get hit near the edge of the map, there's a glitch where the main character will simply disappear. It's hard to reproduce.
When you exit an area and zombies are dead, they die all over again. You could probably fix this with switches or temporary variables.
The controls are hard to get used to.
You could probably do with better menus.
When you die, you should begin at the start of the stage.

The gameplay itself is fantastic, and I have no complaints here. I kept dying and trying again until there was nothing to do. I was a bit disappointed about there being no ending in the demo, or perhaps an Easter egg. Great job. It's probably the best RMXP action game I've seen.

Hey man thanks for playing. Sorry for any errors you encountered. All of your ideas sound necessary to me. Did you see the horde event downtown on the city event? I was worried people might hae trouble with the design of the city. Im looking forward to hearing more though. Thanks again man

What where your complications with the controls? :) Do you think reload and switch weapon should be switched? or is it the players speed?
 
I have played your game. The shooting system really impressive. As I started to shoot zombies I did not care to yours graphics fails and bugs.
The combat system makes the game very interesting and unique. Really good game and I look forward released. You should next generation of more responsible sort beta, because it seems that those who are dismissed, but as I said before the game against the system changed everything. :)

Sorry for my bad english. :D
 
Uh... did something happen during the download or...? Because when I open the zip, everything is out of folders. Like all pictures and audio are not in any folders seperating them. So when I try to play the game, it says I am missing some metal gear solid online XBsomething, even though its there. But its like it is trying to draw it from the folder it SHOULD be in.
 
Zankoku no Yami":3lxj0j4k said:
Uh... did something happen during the download or...? Because when I open the zip, everything is out of folders. Like all pictures and audio are not in any folders seperating them. So when I try to play the game, it says I am missing some metal gear solid online XBsomething, even though its there. But its like it is trying to draw it from the folder it SHOULD be in.

I think your download was corrupted. I didn't have any of these issues. :|
 
Juan J. Sánchez":doxoy9qv said:
Zankoku no Yami":doxoy9qv said:
Uh... did something happen during the download or...? Because when I open the zip, everything is out of folders. Like all pictures and audio are not in any folders seperating them. So when I try to play the game, it says I am missing some metal gear solid online XBsomething, even though its there. But its like it is trying to draw it from the folder it SHOULD be in.

I think your download was corrupted. I didn't have any of these issues. :|

Alright, I'll try downloading again. Wasnt sure if I was missing something or not (and since rapidshare takes forever to download the thing, i figured I'd ask before retrying).

Thanks!

EDIT: Downloaded it again and STILL everything is all out of its files. Am I missing something? Because usually all music and picture files are in folders... BLAH!!
 
I've been waiting a while for this and I have to say, it was DEFINITELY worth the wait.

The shooting system is excellent but I noticed a few minor glitches with the enemy tracking (not sure if it was me who broke it or what but yeah) and the tileset passability had a few issues but a great demonstration overall.

Can't wait to get my hands on the engine, any update on the release? :)
 
Was good bro, really liked, it besides for one graphical, and event errors was fun. COuld give you a full long list of bugs I found but then you would hate me :p
 
I think thats what he wanted Neo :P
Mine isnt that long but heres a few for you to think about:

- enemies sometimes fail to register damage.
- some tilesets can be walked through.
- as already said, protagonist sprites need aligning.

Got a suggestion for you, how about adding an automatic reload when you press fire on an empty clip?
 

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