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Fall of the Living: First Outbreak (Beta Download)

Lol people are already starting to steal the system

http://www.youtube.com/watch?v=si0VXs52p2s&lc=xo3HoGT35z6kuKBCtw0Dmx2wtm0BLKB8zMAeSe0ZLRI&feature=inbox

I have all the main errors listed now, I'm fixing them now to release on an official non beta demo. Which will be error free, more polished, more levels, objectives, weapons.

The next demo wont only be a combat demo, it will have more systems to test.

I will have stuff to show soon.


So what do you guys think? what did you enjoy about the beta?

what was youre favorite weapons?

Was the Horde downtown too hard to beat?

How were the maps?
 
SyphonShadow":2wdx330j said:
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?

Hey thank you man. The automatic reload was dismissed on purpose. The reason there is no counter for ammo in the magazine or or auto reload is I thought that would be a way to raise the tension some. I believe it makes the player get a feel for the weapon..

In the scene of 1978 Dawn of the Dead, one of the characters was being chased by a zombie in a dark room with a revolver, and he kept missing, right as he aimed the gun to the zombies head and pulled the trigger it was empty, i wanted it to be like that.
 
I was eventually thinking of slowly switching sprite styles. I'm just experimenting, but what would you guys think of this style?

55gl7p.png



this was just a test.

It's based off Pheonix Wright sprite. But it was just an idea.
 
It sucks that people are stealing things from your game. It always happens, though. I remembered back when I still was working on Medina Stories I decided every major script I made would go on this site. Otherwise, people would've found a way to get them, and since it wasn't a commercial project, I didn't see a point in keeping the scripts for myself. People are unbelievable.
 
Jason":2dhn1qrg said:
That looks tons better in my opinion, however, you'd probably have to change the zombie style too to fit lol

Cool thank you. I will experiment with the zombies today too. I just wanted a more realistic looking person. I suppose the old ones where too animeish. I want every character animation to have some kind of animation. Even Idle stance.

Juan J. Sánchez":2dhn1qrg said:
It sucks that people are stealing things from your game. It always happens, though. I remembered back when I still was working on Medina Stories I decided every major script I made would go on this site. Otherwise, people would've found a way to get them, and since it wasn't a commercial project, I didn't see a point in keeping the scripts for myself. People are unbelievable.

I agree. It just makes me angry that people wouldnt even give me credit. He blatantly lied about it. Lol it's like dude I know my graphics.

Oh well, he only has the beta coding. The next one ill encrypt better and it will be tons more polished.
 

Jason

Awesome Bro

Why not be a little more careful when distributing your beta then? PM it to people who are interested instead of letting unregistered people download it, I mean, I'm sure you can trust most if not all members of these forums not to steal, since we're a pretty cool crowd to be honest, lol.
 
I would totally steal it if I could get it to download correctly--I mean... I would NEVER, hahaha.

But seriously. That is pretty low brow. Especially said you already stated as well that you would be releasing a public version of it as well down the road.

Now if only i could download this and it would include all the files in the right folders so that it would work for me *tear*
 
saikyo765":1cqd2ksp said:
Hey thank you man. The automatic reload was dismissed on purpose. The reason there is no counter for ammo in the magazine or or auto reload is I thought that would be a way to raise the tension some. I believe it makes the player get a feel for the weapon..

In the scene of 1978 Dawn of the Dead, one of the characters was being chased by a zombie in a dark room with a revolver, and he kept missing, right as he aimed the gun to the zombies head and pulled the trigger it was empty, i wanted it to be like that.

Ah... that would make sense. I remember way back when I was using RM2K3 I did something similar but I made it so the HUD (including the ammo counter) would only be displayed when you was aiming.

saikyo765":1cqd2ksp said:
So what do you guys think? what did you enjoy about the beta?

what was youre favorite weapons?

Was the Horde downtown too hard to beat?

How were the maps?

I have to say, the shooting system (albeit with graphical errors) is flawless. I don't think I've seen such a well balanced ABS being used in RMXP. Don't really have an individual favourite weapon but I LOVE the bolt action rifle and the mossberg shotgun. I think its the reload that does it for me.

And now for a little more positive criticism...The only thing that I thought about that could possibly improve the system would be an AI engine, like player vs event and event vs event. I think with EvE and PvE, it would feel more like survival horror because it would make the game seem a bit more plausible that there are other people in the game world with weapons. I think if you was to implement that, woo boy, that would send this ABS to the top of the pile. :)
 
I do enjoy the animations (though have improved much from the first time i played this demo, oh way back in the day MANY years ago!) Besides for graphical error (damn ammo display always wrong and i got to run for my life) I keeping playing just to get my zombie fix.

@the new graphical idea... been telling you that for years, i like the new one alot better much more realistic.
 
SyphonShadow":199bj0dv said:
saikyo765":199bj0dv said:
Hey thank you man. The automatic reload was dismissed on purpose. The reason there is no counter for ammo in the magazine or or auto reload is I thought that would be a way to raise the tension some. I believe it makes the player get a feel for the weapon..

In the scene of 1978 Dawn of the Dead, one of the characters was being chased by a zombie in a dark room with a revolver, and he kept missing, right as he aimed the gun to the zombies head and pulled the trigger it was empty, i wanted it to be like that.

Ah... that would make sense. I remember way back when I was using RM2K3 I did something similar but I made it so the HUD (including the ammo counter) would only be displayed when you was aiming.

saikyo765":199bj0dv said:
So what do you guys think? what did you enjoy about the beta?

what was youre favorite weapons?

Was the Horde downtown too hard to beat?

How were the maps?

I have to say, the shooting system (albeit with graphical errors) is flawless. I don't think I've seen such a well balanced ABS being used in RMXP. Don't really have an individual favourite weapon but I LOVE the bolt action rifle and the mossberg shotgun. I think its the reload that does it for me.

And now for a little more positive criticism...The only thing that I thought about that could possibly improve the system would be an AI engine, like player vs event and event vs event. I think with EvE and PvE, it would feel more like survival horror because it would make the game seem a bit more plausible that there are other people in the game world with weapons. I think if you was to implement that, woo boy, that would send this ABS to the top of the pile. :)

Thank you! I agree with you on the Ai engine. I been thinking of polishing the zombie attacks. And the system does have a system where an event can hurt another event. shooting and melee damage radius. The next will have survivors that can fight against zombies in the open. I'm thinking zombies that can grab you, spit acid, and melee attacks.

Did you enjoy the beta enviornments? I need to make the enviornment more interactive...
 
saikyo765":36ciycku said:
Thank you! I agree with you on the Ai engine. I been thinking of polishing the zombie attacks. And the system does have a system where an event can hurt another event. shooting and melee damage radius. The next will have survivors that can fight against zombies in the open. I'm thinking zombies that can grab you, spit acid, and melee attacks.

Did you enjoy the beta enviornments? I need to make the enviornment more interactive...

Nice to see you were already way ahead of me with the AI Engine :) I like the idea of 3-sided fights, so the whole survivor vs zombie really works for me. Plus, it would add a new dimension to the type of missions that you can do. It can get much deeper too. There could be survivor skills (some are more suited to certain types of combat, ie, ranged or melee), levels of trust (gaining special items from personal missions) even taking them out with you on quests to lower the difficulty. So many possibilities!

I like the idea of different types of zombie attacks. That would force the player to learn the attack patterns before taking them on. Back when I used to use RM2K3, I implemented a system where the zombie would grab hold of you and it would take a random amount of enter key presses before the player character would force them off. I think something like that could some variety as well as a bit more interactivity to the game?

The beta environments are pretty decent but I find that it lacks in certain places. For example, the kitchen and dining room area in the apartment map feels a little empty, or lacking in chairs or something, I can't quite put my finger on it. I can leave this on a positive note though, you got the gritty urban feel down really well. :)
 
SyphonShadow":1s0ed6hr said:
saikyo765":1s0ed6hr said:
Thank you! I agree with you on the Ai engine. I been thinking of polishing the zombie attacks. And the system does have a system where an event can hurt another event. shooting and melee damage radius. The next will have survivors that can fight against zombies in the open. I'm thinking zombies that can grab you, spit acid, and melee attacks.

Did you enjoy the beta enviornments? I need to make the enviornment more interactive...

Nice to see you were already way ahead of me with the AI Engine :) I like the idea of 3-sided fights, so the whole survivor vs zombie really works for me. Plus, it would add a new dimension to the type of missions that you can do. It can get much deeper too. There could be survivor skills (some are more suited to certain types of combat, ie, ranged or melee), levels of trust (gaining special items from personal missions) even taking them out with you on quests to lower the difficulty. So many possibilities!

I like the idea of different types of zombie attacks. That would force the player to learn the attack patterns before taking them on. Back when I used to use RM2K3, I implemented a system where the zombie would grab hold of you and it would take a random amount of enter key presses before the player character would force them off. I think something like that could some variety as well as a bit more interactivity to the game?

The beta environments are pretty decent but I find that it lacks in certain places. For example, the kitchen and dining room area in the apartment map feels a little empty, or lacking in chairs or something, I can't quite put my finger on it. I can leave this on a positive note though, you got the gritty urban feel down really well. :)


Hey thank you alot for taking time out to post. I like the way you think and I can see exactly what youre saying.

The randomized number would work great for grapples, and stronger/fatter zombies would be tougher to escape from I been thinking of ways to spruce up the zombies some and a few other small ideas.

zombie attack types
1- zombie grapples and vomits on player
2- zombies that spit acid (projectile)
3- zombies can lose balance and fall
4- zombies that lunge and can grapple or miss and fall.
5- zombies on floor not moving
6- zombies with damaged legs (crawlers)
7- new zombie type - "Rage Zombie" - They sprint and pounce/lunge - more stronger

-zombies can break through doors leading to interiors

-accessable windows are enterable (more than 1 way to enter larger places)

-keyring system. Locked doors that require keys, the player must choose through keys in realtime during gameplay

-unique allies (survivors in official trial edition, each person will have unique skills and abilities to help the player or his safehouse)

Another important system I'm adding is a searching system. (think oblivion) You can find useful items that will aid the player or junk items to sell. Small shops run by rebels.

It's time to shine up everything and shape the game into something more than just a zombie shooter.

The trial edition will be released not long from now. I want to redo the interiors some too now.

If you have any ideas or things youd like to see for you enjoyment dont be afraid to post. After all I am creating this game for everyones enjoyment
 
Noticed the link is down. ive fixed the link in the first post for anyone that still is interested in playing.
Full game out soon.

NOTE: this is the same exact copy i released a while ago, no changes. but it is the most recent

If you havent had a chance to play please give it a show and tell me what you think, while the demo consist of a few graphical errors, its merely a combat demo,

The city level has many ducked off maps, try to find the zombie horde event :)
 

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