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Last Man's Stand [RELEASE!]

  • Yes

    Votes: 3 60.0%
  • No

    Votes: 2 40.0%

  • Total voters
    5
DeadWater Productions presents...

newlogoshow-1.png


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GENRE : Action/Shooting/Adventure
MAKER : RPG Maker XP
RELEASE DATE : Demo Released
COMPANY WEBSITE : http://www.deadwaterproductions.com/forums/
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Once you've followed the link, click on V0.3 Demo Download.



 

Hey. I have been working on this project on and off now for 2 years, and the game has gone through a number of drastic changes to storyline, graphics, and gameplay. One of these changes has recently happened. The whole of the game’s storyline and alot of the features have been completely reworked, which is why I have posted this as a new concept thread. However, the game itself features a brilliant shooting system, designed especially for this game by Neo-Bahamut, custom and edited graphics, a sound track composed by Sunny Singh and a massive environment full of varying gameplay elements and zombie destruction.

 

‘We’re losing ground. Every day that we fight these dead we lose more men, men that will again rise up and fight against us the following day. Every day we are being pushed further and further back, back toward the centre of our fallen city, back toward the innocent that we strive to protect. Back and back.

My name’s Joe Turner. Some rank in the army which has been pushed to the back of my mind now. Pushed back with the rest of what life was before we were assaulted by this barrage of walking corpses. It’s now been a month. A month we have fought for our islands safety, but to no avail. We fight against generations of dead bodies, ones who have come back to haunt us.

Yesterday we lost the west bridge and were overrun. Helicopters just rescued my squadron, but in the process, my superior was bitten. We took off as his skin began to rot from the wound. Terrified, he told no one and tried to cover it. But as the poison enveloped him, his mind turned and he attacked one of the others. In the confusion, guns were fired, and our pilot, in terror, tried to land. But emergency landings in confusion and panic never work.

And now here we are, the burning corpse of the chopper behind us, trapped in the middle of this god forsake city, way in front of our lines, in the infested parts. And we have to get back. I don’t know how, but we have to get back...’

 

24/3/10 - Everyone wanted a new video, so you got one :). Check the last page or scroll down to view it.
21/3/10 - Whole topic comepletly updated with all new information!

 

Note: Some of these ‘features’ are not complete, as the game has recently been restarted from pretty much scratch.

Last Man’s Stand is a zombie survival shooter set on an island off the coast of America. You play as Joe Turner as he struggles to survive. Once you return to the army base, the game becomes sandbox/mission oriented, while you can also choose to follow storyline quests which lead you to discovering the cause of the outbreak and the far more sinister back story behind it. Basically, you can choose how you wish to play the game. The missions take on the form of basic modes, which are:

  • • Rescue (tracking and finding a missing person)
  • • Hunt (similar to the above, but tracking a dangerous undead who serves as a boss instead)
  • • Collection (finding an amount of something within the city)
  • • Storyline (a mission that follows the story of the game, this will be a completely different style of mission that will be a bit deeper than the others)
  • • Defend (defend a location from zombies in a time limit)
  • • Supply run (this will be similar to collection, but it will be an ongoing mission to constantly keep everyone at the base alive)
  • • Other (these will be one off missions that I will add which will happen when new game mechanics are introduced)

Completing missions and killing bosses and zombies will grant you with experience, which will build up to give you ranks (think levelling in RPGs), and these ranks determine what weapons you can use and where in the city you are permitted to go.

As already mentioned, LMS includes a massive shooting system that allows for loads of different weapons, guns and melee alike, as well as full animation for the zombies, Joe, and the weapons themselves. One of the many things I am currently working on is the weapons, to make sure the muzzle flashes, sound effects, and guns themselves look as good as they can. You start the game with an M4 Carbine, but as the game progress, you can buy new weapons and train in new types of weapons. So far, the game includes:

  • • M9 Beretta 9mm
  • • Mp5 Submachine Gun
  • • Shotgun
  • • Knife
  • • Baseball Bat
  • • M4 Carbine
  • • AK47
  • • Uzi
  • • P90

weaponsf.png


Of course, this list only included those weapons that are fully animated about work perfectly. The game is also set to include a wide range of classic zombie game melee stuff such as chainsaws and axes, but also proper modern military weapons.

As well as this, Glitchfinder is working on the new menu system for the game to go with everything, which will hopefully include the achievements menu, something that people who own an Xbox should know about (different achievements are awarded to feats in the game, from kills to specific missions completed).
The thing that is actually completed of the new Last Man’s Stand is the title screen, which is completely custom and features an options menu and mini games menu (not that these actually do anything yet, but I’d like to think I’ll be able to add them to the game later on :P)

MAJOR MECHANIC!! But the major mechanic in LMS, and the one that sets it apart from other zombie games, is Joe himself. While fighting at the beginning of the game, Joe is bitten in the arm, with the poison spreading through his body, Joe breaks into the science laboratories at the Army base and steals the cure the scientists and researchers are working on, as well as the plans to make it. However, being incomplete, the concoction only slows the poison down, and it arises slowly throughout the game, meaning a constant need for the cure. The player also has to be careful of their own allies, because if Joe’s infection is discovered, he will be shot for fear of the infection spreading.

And then there are custom lighting effects, the possibility to have 40 zombies on screen at once with minimum lag, exploration, etc. Phew. I hope the game can live up to everything I’ve just said there... Please note that while some of the features I mentioned there aren’t done yet, most of them actually are.

Feature1.png
Feature2.png
Feature3.png
Feature5.png


 

The game will feature custom art work as well. At the moment I'm afraid, I only have the Joe art that's been posted before:
NewJoe.png

 

newscreen3.png

LMS's Title Screen. Although I'd like to add them, Multiplayer doesn't work yet, nor does mini games or options.

newscreen1.png

LMS gets rather hectic... It's really hard to take good screenshots showing the lighting effects and maps when you're avoiding zombies... :P

Screen1-1.png

An older screen, shows the baseball bat and interior tileset

newscreen2w.png

That screen's too dark, sry, I strayed into an area where the street lamps are broken. The orange lighting to the right is where I've forgotten to put some fire :S I'll fix that.

NewScreen2.png

Another older screen, showing Joe having a bit of a rest. Not much of that in the game now.

NewScreen3.png

Another interior shot, this time when the electricity fails.

*NEW* - LMS Preview Video
http://www.youtube.com/watch?v=otoB0-nKJBk
This shows the new battle system working, and the new weapons and graphics. I apologise for the quality, my recording software is crap.

 

I have loads of stuff I want to show for Last Man’s Stand, and I will show it, but I want comments on the new revised features and what everyone likes, and doesn’t like, about the game. As this is the time when I’m redesigning LMS, it’s the perfect time to get comments on what everyone thinks could be improved, and for everyone to ask their questions about the project answered.
 

Maneo

Sponsor

Looks good.
You should erase the big game spoiler part, don´t spoil big plot twists.

Quote:
Millions lay dead on the floor around him.


That´s impossible/exaggerated. A moderate amount of people that could be there
would be hundreds/thousands, if it´s a big hall. It seems to much otherwise.

In the streets, millions would be possible, if it´s a big city.
But he would only see a couple of thousand victims at once.
 
Killing everyone - or all but one. For Joe Turner took a blow to the head - and he fell down behind some up turned bins.
Son of a -!

Apart from that mindbending twist this project could become THE survivor story of the year!

MISSINGNO.":16idaeba said:
http://www.toxicshock.tv/news/wp-content/uploads/i_am_legend_poster2.jpg[/img]

The idea has been raped more thoroughly before, bukkake'd even, by the gore freaks of Americas.
 
Updated first post. Added 'Concepts' Section. The game is going pretty well considering we have only been designing for just over a week. Comments on the game concepts are welcome. :thumb:
 

Mililo

Member

Hmmm... I don't think the history is so original and not even realistic but realistic it does not have to be even. But the originality is threatened, for me it looks very similar to Resident Evil, but it's based in a film(isn't it?) so don't have anything you can do to change the history and I also don't have suggestions on how you'll do that, but I don't liked the story line, sorry ;0

But the other things are very good, and I liked that a lot =P
Keep up the good work  :thumb:
 
MISSINGNO.":27gyopr1 said:
http://www.toxicshock.tv/news/wp-content/uploads/i_am_legend_poster2.jpg[/img]

Exactly what I thought, but, it's different.. his character is white.
 
Mililo":3m7yfob0 said:
for me it looks very similar to Resident Evil, but it's based in a film(isn't it?)

I've never played Resident Evil, so I wouldn't know. And which is based on a film? Resident Evil or this game? Because if you mean this game, no it's not.

And I've looked up I am Legend and read the story line, and i admit the storys are pretty similar. However, a story change for Last Man's Stand is comming up, so keep an eye out. But i'm afraid that all who don't like the 'mutant monster from the test tube' story part won't like this game, because that bit won't change.

Thanks :thumb:
 
I don't really understand all the kerfuffle over the storyline, especially considering the movie you all keep bringing up is based on a book. :P I'm pretty sure this idea has been covered many, many times before that book, too. Stories of this vein may not be the most innovative in the world but it doesn't mean the game can't be enjoyable. What person hasn't asked themselves the question "What would I do if I woke up one morning and was the only person left?"
Personally, I always like to see that question answered (psst, that means I'll be keeping an eye on this project)!
 
I've worked nearly all day to make the Rex system, and it's nearly complete. Like nearly everything else in the game (minus the battle and menu systems) it is completely evented. And I have the first ever screens to show examples of it working! Here they are with the system explained:

http://img148.imageshack.us/img148/4422 ... em1ga9.png[/img]http://img89.imageshack.us/img89/9237/rexsystem2fq6.png[/img]

Yes, you also get a sneak preview of the character sprite and a tileset. Credit goes to zanyzora, me for the edits and others that I don't know for the tileset.
So, yeah. You walk along, and if you find a crack or a earth mound like these, you can use Rex to find hidden items.

http://img89.imageshack.us/img89/2977/rexsystem3vz1.png[/img]http://img207.imageshack.us/img207/7730/rexsystem4az2.png[/img]

Walk over to that spot, and a symbol will appear over the player, telling you that Rex can interact with that object. Pressing enter will call Rex over and tell him to dig/enter the hole. Once he has entered, you have to wait a few seconds before Rex barks and he returns. He may have found some ammo, a tin can or a key, but whatever it is, it has some use in the game.

Comments would be nice on the system or the graphics. As soon as someone can make the HUD for us, I can get some full screenshots and maby even a demo out. But until then, everyone will have to wait.  :wink:

EDIT: Ooops, I've just realised I've left a palette above the head of the sprite in the screenshots. Don't worry about it, it'll be sorted soon enough.  :thumb:
 

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