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Fall of the Living: First Outbreak (Full Game Thread)

You know, looking at the "most recent!" screenshot, the one that has subtitles with jimmy and whatever, I love the damn subtitles. I think you should incorprate thate into your game beyong basic cutscene subtitles. For npcs and whatever, when they're attacked by zombies(or when you attack them), you can have little subtitles with the npc(or zombie) saying something, even if it's just "argh......" Sorta try to give the game a epic movie-ish feeling.
 
Daxisheart":3ffi1sj9 said:
You know, looking at the "most recent!" screenshot, the one that has subtitles with jimmy and whatever, I love the damn subtitles. I think you should incorprate thate into your game beyong basic cutscene subtitles. For npcs and whatever, when they're attacked by zombies(or when you attack them), you can have little subtitles with the npc(or zombie) saying something, even if it's just "argh......" Sorta try to give the game a epic movie-ish feeling.

I like that idea. well NPC's will have a few lines of voices and screams. so adding subtitles sounds like it could be cool to me. Consider it done :)
 
23r4txd.png



Finally got around to doing the muzzle flash with the particle animation system. The particle system i much more fluid than the standard rmxp battle animations.
20suf5i.png


Notice the old school music and color scheme.
more effects will be added when i feel like its sets the mood.
but the game will be "shot" in a b horror movie style.
will have retro film effects and styles, as well as audio.


I have made a small video showing a test for the M16A1 muzzle flash fire.
Click here to view video


ill have a video of the gore tommorow
 
I really like the muzzle flash... it was very fluid. Can't wait for the gore video.

With that being said... why did you change the name of your game from "Fall of the Living" to "Dawn of the Fallen"?
 
Gore System Test

I recorded a test of the gore system. dont focus on the map or lack of animations.
the stupid recorder made it lag some too
the second half of the video i made headshots alot harder so you can get a better look at the gore

Click here to view video
 
Jbrist":35kjt3z3 said:
Just wondering, what was with the change of name for the project?

It's nothing final. I'm just trying to find a better name. I feel the old one was just too generic. I'm trying to find one better suited for the game.
 

Jason

Awesome Bro

Also, just watched the video, I quite like the gore you've got there, although is there possibly a way you could expand where the blood drops, since it flies out everywhere, but lands on the spot where the zombie is, I think if you could find a way to make it land all around the area of the zombie (One square ahead, behind, left, right, all diagonals, etc...) then it would look tons better, but as it is at the moment, I still think it looks really good.
 
Jbrist":ucxpxmeg said:
Also, just watched the video, I quite like the gore you've got there, although is there possibly a way you could expand where the blood drops, since it flies out everywhere, but lands on the spot where the zombie is, I think if you could find a way to make it land all around the area of the zombie (One square ahead, behind, left, right, all diagonals, etc...) then it would look tons better, but as it is at the moment, I still think it looks really good.

Thanks I agree. I used to have alot of diffrent splatters but due to an error I had to restart on them. the ones on the video is only like 3 diffrent variations. once I sprite some more it will look splattered in diffrent areas.
 
Amazing looking game. Definitely on my 'RMXP games to play' list. Everything just looks so professional. Damn good, if I say so myself. I can't imagine how long it must have taken to sprite those Half-Kaisers.

Keep it up, man! :thumb:
 
15xub12.png

showing the resprited jeep. On the main highway in the first city. You can get to practiclly anywhere in the city from the main highway. The highway also leads out to the country side. where there will have smaller towns. plenty of diffrent terrains will be explored.

notice the accuracy reticule in the left top corner. It's a 2d version of a FPS reticule. the more you shoot it, the wider the lines move, making it less of a chance to hit the 'bullseye' (headshot)
this is a visual of accuracy, and will help players to pursue in using burst fire for assualt rifles/smgs and such

stay tuned for a new batch of screenshots soon showing new zombies, weapons, locations and more fun
 
For the love of God, release SOME kind of gameplay demo! I don't want this beautiful looking project to end up being vaporware >->
 
so lately i been working on the game world.
I relized that without a realistic world nothing feels right.
enviorment and small details are very important

I am working on a dynamic time system. the outside world will be at correct tints as time progresses in real time. each map will have a set of fogs for day and night.

one fog will be where the sunlight hits surfaces (not pictured)
and another fog will be shadows in the correct places.

the day and night system will play a big role.

at night zombies are more aggressive and you will have limited vision in darker areas, especially the countryside makes the player reconsider doing "supply runs" and other missions at night.

enemys could ambush you easier at night ect.

time will also force the player to use the sleeping system and go to their hideout for more than just missions.

most survivors will not be outside at night unless they are in real trouble.

early daytime (not including fogs!)
2q2l8d5.png



around dawn (not including fogs)
npkymq.png



the city is going to be a playground. you can practiclly get anywhere through rooftops, alleyways, fire escapes, subways,and even sometimes laundary lines. there is always a stealthy way to get through the city rather than the main streets filled with the undead.

(without shadow and light fogs)
124hlw3.png


i will have a map soon showing the real system with working fogs.
i am going to make the lighting look as realistic as possible.

i will be showing new enemy types soon as well. stay in touch.
:!:
:blank:
 
29bkhfb.png

Here is an example of the lighting for a sunny day. I know the shadows need some work. But notice objects reflect the light some. Shadowing also allows me to make more detail in the textures. I need to make the light reflect off of the main hero too an up the saturation some when in daytime.

what do you think? more soon.
 
saikyo765":1i2nobe6 said:
29bkhfb.png

Here is an example of the lighting for a sunny day. I know the shadows need some work. But notice objects reflect the light some. Shadowing also allows me to make more detail in the textures. I need to make the light reflect off of the main hero too an up the saturation some when in daytime.

what do you think? more soon.

Cool, i like the shadows, but i think that you could fix some reflects (looks like those 3 lamps were on)...
 

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