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

I have got to say, that this looks like the most complex, with the most awesome features and graphics, game in RMXP I have ever heard of.
The problem is, as you said, that RMXP has got it's limits. I really don't know how should you solve this problem, but to move in the future to another engine.

That's it, good luck and waiting anxiously to play it!
 
what, why would you bump someone else's topic?
you can 'bump' by saying something constructive or discussion-like, but bumping for the sake of bumping?
what is your purpose then? that people see this thread?

saikyo hasn't been online since 07 Feb.
 
Most of the buildings will be able to be entered in the game. Each building you might find something of use such as food, different kinds of melee weapons, and other items that can help you on your survival. Each time you play the items wont be in the same location as the last time you played. Each building will have diffrent graphics, no building will use the same chipset. here is an EARLY test of the inside of a small convenience store (retrieveable items not shown)

the graphics of the items without complete shading are just test. more detail will be added!

5ckuw6.png


Also been messing around with the forest enviornment some.

(The screenshots do NOT include the "lighting" fog. it's just bare chipset. The maps shown are also still being worked on. )

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Heres the warehouse survival level.. It's still being added to. Start off with a handgun and each kill adds points to your score, with the rewarded points you are able to buy weapons that are around the level (nazi zombie style)
survival1wiltedwarehous.png


The survival levels get intense as the number of zombies spawned raises the longer you survive.


The demo includes 3 survival stages, and a free explore mode that includes sections from the first few chapters. The games areas to explore change with the storyline. The free explore mode starts you off in the country side with no supplies or weapons and and you can explore the different terrains. there is a city to explore with lots of shops, buildings, hotels,alleyways, and rooftops to explore with supplies found in places that make sense. Such as guns at a gun store or medical supplies at hospitals, ect. The interstate that leads out to the vaster country side has forest areas, 2 small rural towns, airports, and military bases.
Theres many items and weapons to find. The urban areas and more populated areas have bigger crowds of zombies and the respawn rate is higher than other places. While the less populated areas such as the forest and parts of the country side are more horror gameplay, expect the unknown.

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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.
 
Wow, the gameplay looks so much smoother than last time, very impressive work!
I do have to ask though, is the flashing effect that the items on the ground have permanent? Because it might just be me, but it looks a but weird. Other than that, the visual effects look pretty solid, I love the the blood effects and what I could make of the muzzle flashes were pretty good (I like how you went for the realistic approach of smoke bursts instead of Hollywood light flashes, although I may be mistaken because of the low quality.)

Also, in terms of gameplay, does the aim button now lock the direction? Because having a separate button to lock facing got a bit clumsy at times. Overall, awesome work as always, any news on the progress of the demo?
 
ChinWizard":3o186qcz said:
Wow, the gameplay looks so much smoother than last time, very impressive work!
I do have to ask though, is the flashing effect that the items on the ground have permanent? Because it might just be me, but it looks a but weird. Other than that, the visual effects look pretty solid, I love the the blood effects and what I could make of the muzzle flashes were pretty good (I like how you went for the realistic approach of smoke bursts instead of Hollywood light flashes, although I may be mistaken because of the low quality.)

Also, in terms of gameplay, does the aim button now lock the direction? Because having a separate button to lock facing got a bit clumsy at times. Overall, awesome work as always, any news on the progress of the demo?

Thank you!
the demo i know I have been procrastinating, i just need a few more small things changed that are bothering me. i also need to fix the audio folder as i have tons of unused mp3's


The flashing items on the ground isnt permenant. It's just more a less a little effect I added onto items when I made the events. I know it non realisit effect. And yes there is mostly muzzle smoke from the particle animations. And yes, hwhen you press and hold the aim button it locks the screen direction, as well as pans the camera over the the way you are facing (longer range weapons pans screen more than other weapons) when you let go the screen pans back to its original location, and lock face turns off
 

Jason

Awesome Bro

Just wondering saikyo, but what are your computer specs? Because that demo you've recorded ran suprisingly smooth, especially for what was going on too... I was impressed, can't wait for this long-spoken-of demo
 
ill post the specs whn im back on, im on mobile right now. but its an ibm thinkpad t23. i probley have the most low tech computer of everyone on this forum. it can barely run 3d games. iim prou because this means it should work flawlessly with any computer. it was so much careful coding and redos and additions to it. took about half a year to even get the bas ics set up to my liking. now i can add freely without having to make new coding. im going to post another video soon and depending on the feedback from the videos i may just upload the demo as iis as a combat test. just need to clear some unused mp3s.
 

Jason

Awesome Bro

Sounds good man, I'm sure your next video will be great, loved how smoothly everything ran in the first! And I don't know about lowest specs on the forum, I'm currently using an 11 year old PC, work that one out :wink:
 
Wow, that's pretty to look at. O_O

I wanted to create a small game using a shooter ABS system and I came across Behemoth ABS but this looks much more fluid. Is this an evented system or a scripted one?
 
Nice work on the sprites man, the G36 series is one of my favourite rifles : )

I noticed some inconsistencies in the shoes though, but I'm sure you already noticed. Looking forward to the next update.

(btw Shuriken, yes it is a scripted ABS)
 
Figured, thanks ChinWizard. Do you know if it was based on another ABS? For example, did Saikyo start using BlizzABS then modify it?

Edit: Just watched the off screen recording again, noticed that you spelt 'quarantine mode' wrong. You spelt it 'quarentine'. Um, yeah.
 

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