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Last Man's Stand [RELEASE!]

  • Yes

    Votes: 3 60.0%
  • No

    Votes: 2 40.0%

  • Total voters
    5
jbrist: lol, great. I'm glad it works. As for the zombies, I ment what were you doing with all the zombies following you. Thats about *quickly checks* 45 zombies! lol. And they'll follow you forever, until you are either out of thier sight range (15 squares) or their sent range (25 squares). I'm glad you're looking forward to the finished game. But it's going to take a long time to finish it. It's a good job the final thing will be released in episodes until the final product.

MexicanRifleman: Thanks. Glad you liked it.

Now, as you can probably see from my sig, I'm going away on a break, so I won't be able to continue work on LMS until after I get back. So until then, friends, see you!
 
Hey, all! I'm back, which means I'll be straight back to working on LMS for the rest of my break. For those who were interested in the contest over on http://www.lastmansstand.com, Necrile won, with an amazing 513 zombies killed. LumberWarrior was second, with an equally amazing 460. So guys, come and collect your prizes. I've posted more details on that on the LMS forums.

Anyway, as I'm back, I thought I'd share two new screens. Well, at least they're new screens, but from an old area, just a bit updated. I'd like some comments on them. They come from the opening mission, where Joe is trapped in a small apartment block.

Screen1-1.png


Screen2-1.png


Hopefully I'll have some new updates soon.
 
The new flash light thing looks much better than the last. The last one kinda bugged me. Last Man's Stand is really looking good. Glad to see you have a bat sprite now =D. Can not wait to play the full game!
 
---UPDATE!---

Sorry it's been a while again. For those of you who don't know, I am now also working with badkarma13136 and the rest of his team on the game Novae Europa, which you can find in the concept development forum. But this hopefully won't slow down progress too much.

OK, on to some updates, first of all, finally, I've decided to write up the whole of the LMS storyline. Until now, most of it has been written on random scraps of paper, or just in my head, but now it's mostly all written down. That means I can finally see where everthing is heading, and how the game concludes. We've always said that the player will be able to make multiple choices throughout the story that effect the ending, and I'm pleased to say that those have also mostly been written. So good news there.

Secondly, for a little while, Glitchfinder has been working on the LMS Custom Menu system, which I'm very greatful for, and I'm pleased to say, it's complete. Heres a quick screen:

MenuScreen.png


Next, I've also got some official art done. And this time it's actually not too bad. Hopefully, it will be used when I swap to a picture based message system, but that won't be for quite a while yet. So until then, it's just art:

NewJoe.png


Finally, I'm pleased to announce a new feature. Although I have been thinking about how I could use it for quite some time, I haven't actually posted the idea. So. At one point in the game (not going to spoil it) Joe comes across a venom hidden within a lab (again, there's a lot more too it, but I'm not spoiling it). As you know, at the start of the game, Joe is bitten, and infected. So basically, this venom is seperated out, and found to contain two chemicals. One is what seems to be a cure. The other is a venom that was extracted from one of the zombies. Joe is sent the cure from the mainland by way of a SPTD (a Solid Partical Transmiting Device, basically a piece of equipment the Government has kept quiet) and Joe takes it. The substance does removing the hightened rotting effects of the venom, but it does not remove some of the zombie features, like enhanced strenght. So, at certain points in the game, puzzles require you to use the infection to your advantage, meaning drinking just enough of the serum to cancel out the deadly effects of the venom, and then keeping Joe's health monitored while carrying out the task at hand. It's just another feature to make the game a bit different to other zombie games. I'll have more info nearer the time.

Wow, that was a lot of typing. Please give your views on the new feature, the art, and the menu.
 
@mark1707: Thank you. I'm glad you like it. And Glitchfinder has done an amazing job with the menu. As for the face, lol, sound have mentioned that's not permanant. It was just a quick mock up. Luckily.

@Dung Beetle: I've already argued my case on why this is not at all like resident evil about four pages back, but I'll say quickly again:

I have never played Resident Evil, but the only one that might be slightly similar is RE2. And even then, there are major differences. From what I know, RE2 is mainly a bit on-rails, and LMS is sandbox - you can do what you want, when you want. I won't go deeper into detail though.

Also, having a female character will make the title quite tricky. 'Last Man's Stand'. And the introduction of another main character on the island will destroy the whole point of the story. So sorry, but the action is based only on Joe. Not trying to be sexist or anything, but that's how the story goes.

EDIT: Sorry, LumberWarrior, you posted after me:

@LumberWarrior: Why do the bat and knife need new sprites? I made them exactly the same as I made the other sprites. Could you explain, please? Also, I've said about the head above. I'm glad you like the menu.
 
@LumberWarrior: Why do the bat and knife need new sprites? I made them exactly the same as I made the other sprites. Could you explain, please? Also, I've said about the head above. I'm glad you like the menu.

I thought it didnt go with the guns but that's probably just me. Anyways LMS is looking great cant wait to play.
 
Oh, ok. I may end up re doing them, but until then, it will stay the same. I'm glad you like how LMS is going.
I'm afraid haven't done very much in a while, but I have still been working on a main cutscene here and there that will link the two main made parts of LMS together. So hopefully Part 1 is on it's way...
 
---UPDATE---

Hello all. Unfortunatly, due to .org's system failure, we've lost the last update posted, so I'm posting it again. Only thins time with a much better video:

http://www.youtube.com/watch?v=fD3deZeizWU&feature=channel_page

That is an example of the latest new LMS system. For a while I've really wanted LMS to have a blood splatter system - where blood is splattered on the map when you shoot a zombie, or when you get bitten. Now, thanks to Neo-Bahamut, we have such a system!

Please post some comments for it, and those who posted before the forum restore, I'd be greatful if you could post your comments again. Also, to keep you informed, a new demo is on the way. More info on that soon.
 
Is it possible to do some sprite animation. Like the zombies lunging forward or something. So you can tell who hit you when you're swarmed. Instead of flashing the screen red.
 
@noonoo: as I said on lastmansstand.com, more blood would make out that Joe was mortally wounded. The amount of blood at the moment is pushing reality, so I don't think anymore is a good idea.
@coyotecraft:

ZombieBite.gif


Thanks for reminding me, I was meaning to put this up. This is a rough animation I've been working on for zombies biting. Bare in mind that Joe does not react to the zombie yet, and the actual biting is unfinished. I will be getting rid of the over the top screen flash soon.
@saikyo765: Good. Neo-Bahamut made a good job of it.
 

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