Abstract: You wake up from a coma in a hospital after a car accident, you can't remember anything from your past not even your name.
Leaving the hospital you find yourself in a deserted town, calling for help is useless no one responds. You now venture outside trying to find any clues of who you really are and what happened while you where in a coma while trying to find if anyone else is alive. Genre: Survival Horror Engine: Rmxp
Story
Long Story
While going for a road trip with your family you get involved in a car accident which killed your children on impact, you and your wife survive the accident and get sent into hospital. Your wife injuries were more serious than yours, her symptoms where broken ribs and pneumothorax but she didn't survive the operation. Your symptoms where broken ribs, severe skull fractures and a concussion that made you lose your senses.
During the operation some complication arised and you fell in coma with some brain damage. Doctors conducted the skull fractures with the concussion could have possibly made you lose some of your memory but they couldn't be certain until you regained senses.
Meanwhile you were in a coma in a foreign island some scientists where experimenting on ways to modify our dna to cure the ageing "malfunction" of our species in hopes of achieving eternal life. Complications rose and instead of finding a remedy to ageing they created a virus that made people lose control. The virus was considered potentially dangerous and so it was kept hidden from the public as ordered by the government.
Weeks passed but the scientists where not getting any conclusive progress from the experiment so the government cut their supply of money. The head scientist, Dr. Chris Gerber creator of the virus was displeased with the news but there was nothing he could do.
Dr. Gerber couldn't neglect all the research he did and all progress done. It was driving him crazy being left alone without the possibility on doing anything, but the project was not left dying, a foreign company contacted Dr. Gerber on the continuation of the research.
Dr. Gerber accepted without any hesitation, little did he know that the company he joined where more interested in turning the research into a weapon than a remedy to cure people.
After a month Dr. Gerber managed to reconstruct the molecule of the virus, now he could continue from where he left. The research started to get some progress done tough it was far from ready.
Tests were being conducted on small animals which concluded the subjects inhaling the virus suffering an exponential increase in aggressivity resulting in a highly contagious rage that kills it's victims after a couple of hours.
The company in charge of Dr. Gerber's research was notified of the progress and dispatched a sample to be tested on some prisoners. The results were terrifying, the virus did raise people from the dead but they were no longer human, they became predators....
The company ordered Dr. Gerber to progress the research so that the virus could be controlled but Dr. Gerber opposed their orders stating his intentions where to find a remedy for ageing not to create a biological weapon. Dr. Gerber didn't want to take part of the modification of the research and requested to be resigned of the project. The company couldn't let him go so easily, he had valuable information and forced him to continue the research against his will.
Without any choice Dr. Gerber had to continue the research.
A week passed and more tests were conducted on these monsters, surprisingly victims raised from the dead didn't seem to suffer any pain when hit or shot unless they were shot in the face or decapitated else they remained dead instead of rising again.
Dr. Gerber couldn't bear with his research becoming a biological weapon of mass destruction so he modified the formula without the companies consent and managed to reduce its effects exponentially. The modification managed to change the virus from effecting people that where alive; victims had to die for the infection to trigger.
Victims that raised from the dead had infected blood in their systems so if you where bit, scratched or infected blood touching/entering in a victim system it would have caused a bacterial infection killing the victim after a couple of hours and thus triggering the virus.
Later that day Dr. Gerber committed suicide leaving a note stating the project was complete but he didn't want to have any part of it.
Having lost the scientist who created the virus the company thought on having a final test before selling it on the black market. Prisoners were taken into a special room while the company and interested buyers looked from behind a protective barrier for the results. The experiment started without any complications but after a couple of minutes the prisoners started hitting the barrier to get out and one of them got shot. The "dead" prisoner raised from the dead and started attacking the other prisoners and they where turning one by one into these monsters.
The buyers where very impressed with what this virus could do but while they were going to start contracting the infected started hitting the machine and it started overheating, the machine was damaged and it was about to explode exposing the virus into the atmosphere infecting everyone on the planet.
The scientists tried everything they could but there wasn't enough time. The people reviewing the experiment managed to get out before the explosion and after a couple of minutes the whole building collapsed from the explosion leaving several victims dead.
The victims started rising from the dead after a couple of hours, people outside didn't know what was happening inside, they thought the victims coming out were injured from the explosion. The virus was spreading rapidly through the air; people couldn't know what was happening. The infected started attacking the civilians and slowly they were starting to increase in numbers killing and eating all the victims they could find near the area the experiment was conducted.
People were in chaos among trying to escape the living dead.
Months passed, the virus spread throughout the planet, everyone is infected now but there are still people fighting for their lives while the infected increase in numbers every day.
After a year, infected have overrun most of the planet, hope on humanity salvation is very slim. Some small groups around the planet are still able to fend off the infected but they are not the only thing to look out from, wild animals run in towns scavenging for food, scavengers and bandits roam the abandoned cities looting valuables and destroying anything they find.
It's a new world with no rules, survive of the fittest...
Alive
Characters ?????
Doesn't remember anything from his life not even his name, left alone after a car accident which sent him into a coma for 2 years.
- Will add more in the future.
Credits
Credits
- Brewmeister - Gubid - Star For Day night script
-LiTTleDRAgo For inventory, lighting effect between rooms and helping me on menu layout
-Night_Runner For Forced Z angle on events script
-Game_guy For footsteps sound script
-Ryex For dynamic sound script
-Foreverzer0 For diary and event proximity script
And
-Blizzard For Blizz Abs
Screen Shots
Images
The room you start in.
First area you start in the hospital.
3rd floor emergency exit stairs. (Indicated by the sign I made near the vending machine tough I think it's a little too big)
2.5 floor showing a blocked passage with the elevator sign. (At least I hope it makes you think of that)
And 2nd floor of emergency exit stairs before going back into the actual hospital to find a way out. (I intend on using signs for every floor to portrait a more realistic approach)
And examples of some infected that are still low on number as I need to do more plus some with no legs or crawling ones which are harder to do.
Features - Game is being set in black and white apart of the colour red for blood (Ala sin city) - Your character doesn't fight you have to hide, sneak and run to survive. - Your limited to how many items you can carry by the bag you have. - You need to eat and drink to survive. (Eating also restores health while drinking also restores stamina to run) - Currently This feature is not implemented. - Hidden stuff to find and hopefully even traps you can make to gain some time over the infected. - Currently This feature is not implemented. - Getting bit or scratched by an infected can get you sick and will start to get damage every few steps (If possible I'll make the damage start low then rise slowly after x time) and need to take some medicine to cure yourself or you'll die. - Currently This feature is not implemented. - Everyone is infected even you but to trigger the infection you need to die. (Unless you get shot in the head or decapitated then you just die) - You can run, sneak around enemies but running requires stamina so you cant run forever. (To regenerate stamina you either keep walking and regenerate slowly or stand still and regenerate faster) - You can barricade doors to increase time it takes for infected to breach inside. (Barricading a door requires wood and hammer and once the door is barricaded you can no longer open the door to pass through unless it gets destroyed so think wisely.) - Currently This feature is not implemented. - Currently there's a day/night system but if the script gets updated in letting you have a light around your character too I'll make it permanently night as it has a much greater atmosphere. - Inside buildings when you pass from some rooms, the previous room goes darker while the one you enter in gets brighter as shown in one or some of the screens.
That's it for now I'll put a demo soon with the first part of the story where you'll meet your first infected. (Demo will only have you getting out of the hospital and into the back alley and some other part of the town nothing more.)
(Hospital interior is all mapped it has 3 floors and a basement for air conducts)
Demo
New updated version of prologue is "finished" hopefully so if someone could check it out and let me know what they think it would be great
(An actual demo with gameplay will be released when I am satisfied with how the menu windows look.)
Arbor
Jun 27 2012, 04:20 PM
The screen shots look really impressive. Where do you think the story is going to go? What more do you see in this beyond the features and such.
Vexus
Jun 27 2012, 09:50 PM
The premise of the story is to see if you can find some living civilization while trying to discover who you really are.
I'll be using walking dead comic/tv series and 28 days later as point of reference on story evolution (Specially 28 days later as it had a better I'm alone in this whole world impact on the story imo) so don't be surprised if you see some similarities
The point of the game is, if you where really in a zombie apocalypse how would you survive? In most movies they portray people killing infinite amount of zombies when in reality we know not everyone would risk their life like this.
So I'm going to try and take a different approach to the overly used zombie apocalypse fighting games by making it more about survival in other words your risking your life.
MEands
Jun 28 2012, 12:15 AM
Zombie clowns. Why did you have to make zombie clowns?
Vexus
Jun 28 2012, 02:39 AM
Some people are creeped out by clowns and besides I'm planning to have a passable luna park in the future (When I manage to find the ideal tileset or tileset combinations.) so I will need to have clown zombies among other things.
I'm trying to have variety here instead of using the same 5 zombies everywhere, it's going to be very time consuming for me but slowly I'll be adding more. (Now when I am feeling like completing next sprite it will be the first example of a crawling zombie and in the future with some help leg less zombie.)
3rr3
Jun 29 2012, 03:37 AM
I do really like that the hero had to survive, instead of being massavcred by zombies and others. Why heros had always to fight? I would play this game only for this but... It is similar to Resident Evil... The idea of eternal life is great but I cannot not see this similitude...
Vexus
Jun 29 2012, 04:39 AM
QUOTE (3rr3 @ Jun 29 2012, 01:37 PM)
I do really like that the hero had to survive, instead of being massavcred by zombies and others. Why heros had always to fight? I would play this game only for this but... It is similar to Resident Evil... The idea of eternal life is great but I cannot not see this similitude...
Being a game with zombies it's bound to be similar.
For the story I thought of it all by myself without researching or anything (Apart of medical injuries names for the first part of the story). The story could be better I guess, if someone wants to give it a shot and post or pm me his/her version he/she can do so freely.
Tough this game is quite different than resident evil games as your character is not an agent sent to research what happened in x town, to eliminate zombies or save some girl but it's about finding yourself in a "new world" where you need to adapt and think to survive.
----
After finishing some of the outside maps (Probably end here for now to start the prologue of the story to put a demo in a week or 2) I started experimenting on the crawling/crouching infected and here's the first version:
Currently I've only finished 1 position as the crouching/crawling template I'm using needs to be filled with colours and ideal models from fresh.
What do you think?
(In the future I'll try adding a version with no legs with the limbs coming out of it's body while crawling on the ground.)
supercow
Jun 29 2012, 04:56 AM
the black and white looks quite cool
STORY -skip-
MAP:
-3rd floor emergency exit stairs- few things kindda odd, 1.the most obivous, why is there a chair there? 2.bilboard for who? 3.clock? 4.other little things , except the floor number & little debris it IS emergency exit right? unless i miss what emergency exit looked like , as far as i know emergency exit looked empty
-2.5 floor showing a blocked passage with the elevator sign. (At least I hope it makes you think of that)- maybe you should change the door of elevator to something look more like an elevator if you want it look like blocked, why not use furniture like a desk ? pulling bed from one of the room and use it to block seems.....strange.....
3rr3
Jun 29 2012, 05:32 AM
I think that it could be something great Sorry for my misunderstanding but I was interested so I read all the post In my opinion yu can really pay attention on what the hero feels: sounds, rumors, voices, gasps... Everything No sounds but those... the lights off are great, all is gloomy and dark You can use flashback too! In the plot I read that the characters had an operation to heal his head right? So why not insert some... frihtening flashback? I think that it could give something more
But this are my ideas Only hint When you'll post a Demo? I'll try it
Vexus
Jun 29 2012, 07:48 AM
QUOTE (supercow @ Jun 29 2012, 02:56 PM)
Snip
-I placed some sofas because the top part is kinda a small room before you go down the stairs. (Mostly for the vending machine tough) -The billboard was supposed to be about some advertisements, medical stuff and information but I could understand why it's a bit odd there. -Why not? -Didn't get this but you didn't read the story so I'll just say your character has been in a coma for 2 years and while he was in coma the infected where wreaking chaos throughout the world so rubbish and disorder is bound to happen.
-2.5 Ok I removed the sign, what I tried to explain throughout the sign was that if you enter that door you could use some elevator instead of the stairs. - Changed it to a desk.
Thanks for the corrections
[Edit]
-Update-
- I just finished mapping for the prologue and will start the eventing and story for the first demo. - Title screen of the project:
Any feedback is welcomed.
- Started the first crawling/crouching infected, here's an example:
Crawling: Crouching:
Suggestions/feedback is welcome too.
--------------
If nothing goes wrong a demo will be released in a week or 2 but some stuff like the inventory screen picture, diary feature and some other small things won't be 100% how I want them so I hope that doesn't put the game in a bad light.
Jens of Zanicuud
Jun 30 2012, 05:11 AM
QUOTE (Vexus @ Jun 29 2012, 05:48 PM)
If nothing goes wrong a demo will be released in a week or 2 but some stuff like the inventory screen picture, diary feature and some other small things won't be 100% how I want them so I hope that doesn't put the game in a bad light.
Hey, glad to see you alive So, this was the project you told me about some month ago, huh?
It looks interesting, and I'd personally like more that atmosphere (ya know, I'm for "modern times to near future RPG") than Somnium's. I'm happy you're releasing a demo, and I'm sure those missing features won't put the game in a bad light.
One note... I've read about the whole plot. It looks interesting, but I've found some similarities with 28 days later (the main character falls into a coma and when wakes up finds himself in a world filled with zombielike creatures). Maybe is just an impression, since I know that film only by word (some horror-films-die-hard-fans among my friends told me nearly the whole film).
Anyway, I'd like to know how have you implemented the "item in the bag" feature. Something like Resident Evil's "tetris"? That damn bag was always too small! (Honestly, I was thinking to add something similar to Tryadine Effect, but I dunno ATM).
Another interesting feature is that avoid the encounter if possible. This is like a blessing It makes you feel like you must be ready to run away anytime.
Good luck, Vex. I hope you'll succeed in completing your project
Jens
Vexus
Jun 30 2012, 06:44 AM
Hey jens thanks for the compliments
Yes the story has some similarities with 28 days later and walking dead on how the infection triggers. There will be some similarities ingame from the movie or series ingame, that will hopefully help me focus more on the detail than the actual plot as it's already written and all I need is to modify it to my needs. (And rmxp limitations heh)
Regarding the inventory I was going to do something like that but it requires a huge commitment on drawing their respective icons and having to draw myself all the infected and some extra stuff in tilesets, etc etc it would take me a lot of time so the inventory will be like this:
There will be a total of 3 bags, you start with a satchel and then there will be 2 new bigger versions found in the world. (15, 30 & 45 slots) The first bag let's you hold 15 items and most items only stack 1 so if you want 5 medkits that will be 5 slots out of 15. I'm also thinking on asking the script creator on the possibility on having some items taking more than 1 slot by graying the slot next to it as if it was taking both.
This way while not exactly having the rotation feature of resident evil's inventory I'm still limiting the amount of items you can have.
---
Yeah somnium is kinda paused for long now as the amount of work needed to have a routine that changes every x minutes (1 min from ours is 1 hour ingame) for all npcs and monsters per map was very hard to make it work flawlessly plus I had to put events in each inside map to update the outside events if you remained inside when something was supposed to happen.
Too much confusion to do it on your own so I ultimately got fed up and gave up for now.
Thanks, I'll see what I can do hopefully the prologue story part won't take me much to do. (Mostly seeing the first paragraph of the story ingame as cutscene before everything goes fucked up )
Vexus
Jul 2 2012, 08:22 AM
-Update-
Current plans on the prologue of the story before waking up are some short flashbacks of certain events your character has deep feelings on.
I created a scene for the wedding, a scene where your wife tells you she's pregnant, another scene at the hospital stating the sex of the babies (2), a scene of your whole family dining together then finally the last scene where your whole family gets involved in the accident then you wake up in shock as if you had a nightmare.
Now while I get ideas I don't know exactly how to do it properly sound and effects wise, I'll try my best hopefully it goes well. (I got a picture that covers the map leaving only the desired point visible to not lose focus)
How does it sounds? Good/Bad?
Thanks
Magical_RuNE_Knight2001
Jul 3 2012, 06:20 PM
Wowww, coool! ^D^ Ur game and update sounds really interesting.
As for how to do it properly.. idk, just take ur time and focus on the quality-- not just getting the story out. If u've heard of games like Corpse Party or even other games btw, u could use them to gain ideas. Or, u can also try to take notes on different effects, like visuals, auditory, musical, etc.
Whatever u do, keep at it and persist until you like it; until it's something you love. Things will be frustrating. If ur only willing to cut half an apple though, ur only going to eat half an apple.
Side note:
QUOTE
her symptoms where broken ribs and pneumothorax
! XDD oh god; i took first aid in March and "pneumothorax" is the only medical term apart from types of surface/puncture/internal wounds that i remember. i really didn't expect that randomly knowing that term would ever have use or show up. I'm pretty sure it's either (edit: caused) when ribs shatter from the inside and grate against the lungs, or when a rib bone caves in and punctures the lungs. But wow, u are smart. : )
i would not mind trying out the prologue btw, if u want. Maybe u can get test subjects to try it out for u-- and i can be one of them? lol.
Vexus
Jul 7 2012, 03:22 PM
[Edit]
New demo on 2nd page.
Vexus
Jul 12 2012, 07:49 AM
No one?
C'mon guys it's the prologue only, takes less than 5 minutes I need feedback and suggestions.
supercow
Jul 12 2012, 10:06 AM
i downloaded from non-rtp
-wedding scene- 1. wedding stairs is too steep 2. what is that guy doing (the one who walk to married couple) ? 3. there is no need for all the bridesmaid to look at each other and not the married couple (unless its when married couple walk past them the first time)
-pregnant test scene- 1. the girl sound like constipation i laugh hard, maybe to other people its not going to, but to me its so funny 2. at first i thought the couple was gonna having a baby, then turns out it was a pregnant test <-- this is when i laugh hard
-car scene- 1. the car movement is.....weird 2. the placement of car in the street is weird..... 3. the message and the animation is not in sinc , at least use some program to force msg to sinc with the animation 4. after the car get near some big car (crash?) it turn black and getting nowhere, is that the end of the prologue?
Vexus
Jul 12 2012, 10:27 AM
QUOTE (supercow @ Jul 12 2012, 08:06 PM)
i downloaded from non-rtp
-wedding scene- 1. wedding stairs is too steep 2. what is that guy doing (the one who walk to married couple) ? 3. there is no need for all the bridesmaid to look at each other and not the married couple (unless its when married couple walk past them the first time)
-pregnant test scene- 1. the girl sound like constipation i laugh hard, maybe to other people its not going to, but to me its so funny 2. at first i thought the couple was gonna having a baby, then turns out it was a pregnant test <-- this is when i laugh hard
-car scene- 1. the car movement is.....weird 2. the placement of car in the street is weird..... 3. the message and the animation is not in sinc , at least use some program to force msg to sinc with the animation 4. after the car get near some big car (crash?) it turn black and getting nowhere, is that the end of the prologue?
-Wedding 1. What do you mean? It's the default stairs there is available in rmxp. 2. I'll add a small cushion with the wedding rings to the boy when I find an ideal picture or sprite to take example from, else I'll scrap him away from the scene. 3. That is fixed in current version. (When clapping starts they turn forward.)
-Pregnancy 1. Dunno for me it looks like she's simply vomiting. (Sounds are hard to find heh) 2. Usually when a women doesn't know yet she's pregnant she'll be dizzy and may vomit I took this approach tough the text is kinda bad and needs something better so I could use some dialogue help on that and the hospital scene.
-Car 1. I guess you mean the "turning" on the right, I could try editing the car's graphic to have a rotating version but I can't promise anything. 2. Which car? The car near the car accident is waiting to pass on the left again and does this after you surpass it. 3. Yes, I already stated I'm going to use a message script for these situations and I'm trying one just now to sync the text with what's happening. 4. It's a van/truck.
Yes it's the "end" of prologue, you get to see some of the fond memories you had before waking up in shock not remembering anything.
Anyways regarding the layout and how it was panned do you think it was good/decent as a prologue or it is a bit long? (Could always give an option to skip it)
Thanks for checking it out I was kinda waiting for 2-3 days for some response before starting the eventing and short cutscenes in the hospital.
Magical_RuNE_Knight2001
Jul 12 2012, 02:58 PM
Wow, i thought it was really good. : )))
i wanted to try out the prologue the day it was released actually. XD But i've been busy and been needing to work overtime.
Anyway, the timing was nice. The music was great, i loved the fade effects, the length was perfect! i only have 4 comments rly though. There're times when it should be "you're" instead of "your", yes, the boy walking up to the married couple was a bit odd, and i thought the woman was giving birth/having diarrhoea during the pregnancy test, so maybe change the sound effect a bit. Also, yes, the crash noises and scene at the end weren't in sync, but u said u'd fix that. : )
The scene is very good though! i can't believe u said ur not sure about how to do cutscenes. ^^ i wonder if mine are that good, lol..
Vexus
Jul 13 2012, 11:30 PM
Thanks for noticing the spelling mistake magical
(Mind pointing some of the your problems? cause I've only found one atm, thanks)
- Anyway I applied a sort of cushion for the little boy hopefully it makes him seem not out of place. - For the women I'll try and search for a better sound effect. - The car scene for some odd reason is making me mad when I try using a custom message script. I'll ask it's creator hopefully he can understand the problem.
Well it's not that great in my opinion I mean it's the start of the game and unless you have read the huge wall of text of a story I have in my first post you wouldn't know what is going to happen in the game. (Tough that could be a good thing too )
Anyway thanks guys I'm working on it and will post an updated version of the prologue for feedback shortly.
MiguHideki
Jul 14 2012, 12:26 AM
this looks great!!! i'll be waiting for this
love the characters, background, and ZOMBIES!!!
and i also love it because its black & white w/ch it makes it more EPIC!!!
Vexus
Jul 14 2012, 04:50 AM
Thanks
Anyway while waiting for help from the message script creator here's 4 screens of the outside world:
Outside of the Hospital (Back Alley)
Back Alley
Near some crime scene
Crime Scene
Another back alley
Back Alley 2
In the streets
Streets
Outside maps are giving me some lag problems so I'll get some people in the future to see what could be the cause. (I was thinking it could be the lightning effects even tough removing the script and play testing still gave me lag :/ so dunno exactly)
Note: The hud is currently a place holder unless I get permission from it creator as I only edited it's colours to fit the black and white style.
thatgreenalien
Jul 14 2012, 09:44 PM
Pretty cool, I downloaded the demo and went through it, here's what I think could have been improved:
Just change the text when it advances, no need for it to flash like that
Sometimes you can't really tell who's talking, I would recommend adding a little picture of the character in the text box, sorta like in Custom Robo if you've ever played that game, maybe even make different expressions for them.
Everything seemed pretty lifeless and bland, add some vocal expressions like giggles or sighs to the dialogue to make it more alive
Have more moving in the cutscenes, don't just have one image the entire time
Otherwise, I really liked the whole B&W with Red tone look. I think you may need a gimmick of some sort because from what I've read it seems a bit cliche, though I do like that you're trying to escape the zombies and not kill them.
Good luck to you!
Vexus
Jul 15 2012, 02:13 AM
QUOTE (thatgreenalien @ Jul 15 2012, 07:44 AM)
Snip
- Flash? - That is fixed with the new message script, now a v shape is showed under the text box and it gets aligned over the npc speaking. - I added some tiny details like npcs rotating their heads when someone next to them speaks but like I said previously the dialogues could use some refinement but no one offered suggestions so... - It's a short flashback of certain important memories your character had before falling in a coma, I want to have the focus on the scene not on what's happening around them.
Thanks for the feedback.
-----------------------------
Anyways people the updated prologue is almost complete and will place a new demo for play test this next week.
thatgreenalien
Jul 15 2012, 08:33 AM
QUOTE (Vexus @ Jul 15 2012, 06:13 AM)
- Flash?
What I mean is it disappears and fades back in every new dialogue, when just the text should just change (but that's just me)
Vexus
Jul 17 2012, 02:18 AM
-Update-
New updated version of prologue is "finished" hopefully so if someone could check it out and let me know what they think it would be great
I was almost blind as regards city maps (haven't seen them before, actually).
BTW, I can only give mapping feedback ATM since I'm too busy - I'll give you more precise feedback when I play the Demo...
As regards city maps... well, I think they are quite gloomy and dark. It looks like a city suburb, with all these police cars around - as regards this, I suppose not every human in the city was zombified, right? ALthough I can't explain myself those police cars with lights switched on...
Have you employed grey-scaled Zanyzora's city tilesets?
Back alley 2 map it's too dark, in my opinion. It's hard to figure out anything with that thick black fog. I suggest to put a marker on the main character by pressing a certain button, as in Final Fantasy 7, in order to help the player find their position while in such dark maps or, second option, give your character a torch (light effect which reduce darkness opacity... or anything similar), which could be found/received later in the game.
Anyway,great atmosphere; these maps have a great inner suspance. I'm looking forward to play the first Demo.
Good luck,
Jens
Vexus
Jul 26 2012, 09:45 AM
To be honest I don't know why this site makes my maps so dark, on another site I posted my thread the darkness is not that pitch black as in here nor is ingame.
As for the police car lights I thought it looked good as a scenery but yes not every human is a zombie yet some still survive and in the future you'll also meet some bandits and maybe some wild animals in towns. (Not sure yet on the animals part.)
Jens of Zanicuud
Jul 26 2012, 10:53 AM
QUOTE (Vexus @ Jul 26 2012, 07:45 PM)
To be honest I don't know why this site makes my maps so dark, on another site I posted my thread the darkness is not that pitch black as in here nor is ingame.
As for the police car lights I thought it looked good as a scenery but yes not every human is a zombie yet some still survive and in the future you'll also meet some bandits and maybe some wild animals in towns. (Not sure yet on the animals part.)
Uhm... animals are not likely to be there... if you really intend to make them appear, put just some cats or dogs, nothing more, maybe rats. If there aren't any survived police agents, I thought you should at least switch the police cars lights off. BTW, I like the general concept, it's darker enough to at least cause some inquietude in the player...
Jens
EDIT: What about soundtrack? SIlent Hill, original score, simply BGS without music or anything else?
amerk
Jul 31 2012, 09:11 AM
QUOTE (Vexus @ Jun 23 2012, 08:14 AM)
That's it for now I'll put a demo soon with the first part of the story where you'll meet your first infected. (Demo will only have you getting out of the hospital and into the back alley and some other part of the town nothing more.)
QUOTE (Vexus @ Jul 7 2012, 06:22 PM)
[Edit] New demo on 2nd page.
QUOTE (Vexus @ Jul 12 2012, 10:49 AM)
No one?
C'mon guys it's the prologue only, takes less than 5 minutes I need feedback and suggestions.
I just noticed this. Your main post states a demo will be out soon, and you've posted a demo on the second page of this thread, but never updated your main post to include the download links. A lot of people tend to go straight to the first post, look for a demo, and then move on. If you're trying to get feedback, you may want to include the links in the first post with an invite for feedback after playing through the short demo.
Vexus
Jul 31 2012, 12:34 PM
I guess.
Updated OP with the links, thanks amerk. (Tough I doubt it was this that made people not give feedback but worth a try.)
hero501
Aug 7 2012, 05:08 AM
Good luck
amerk
Aug 7 2012, 09:54 AM
QUOTE (hero501 @ Aug 7 2012, 08:08 AM)
Good luck
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Vexus
Aug 9 2012, 11:04 AM
-Small Update-
I'm adding some tutorials ingame via pictures here's an example:
Tutorial
Pictures go away when you press enter, they are not timed based and you cannot move until you've seen them all. (I'll give an option to skip tutorials tough they are not long and really useful in some cases.)
Also with the help of the great jens I'm finally shaping up my status screen to something more akin this game.
Here's a screenie:
Status Screen
The heart has an animation and also sound and the less health you have the slower it will animate/sound.
The layout is almost complete now if I could get some sort of health monitor instead of the window skin as background it would make it look far more better but heh I need to find, get help or create myself a screen of said thing for it to happen...
Anyway after trying to get some help for a very long amount of time but was ignored slowly slowly I've managed to sprite the main character in a patient dress that doesn't look that bad. (Tough for issues non regarding game you won't be going for long naked with a vest wandering but will find something to wear and then in the future get something better.)
I'm not working 24/7 on the project that's why updates/progress is not that frequent but slowly slowly I'm adding stuff. (Hint: Possibility on having hunger/thirst in game that make the game more about survival than exploring.)
That's it for now, I'd appreciate some feedback on the tutorial pics and status screen if anyone is kind enough to check them out, there's also the demo on the 2nd or first page of the prologue which still needs some feedback as I haven't got any apart of 1 which only said that it was a fantastic trailer heh.
Ciao
Jens of Zanicuud
Aug 10 2012, 02:08 AM
The tutorial is surely welcome, maybe, I just change the colour of the word Next and write something like the button you have to press to go to the next page (e.g. C: Next -- X: Close... or whatever)
I saw you slightly modifed the status window and I feel like it's better than the original design I thought. That Condition word and the status instead of HP are really a good idea (It reminds me Resident Evil - Code Veronica X heartbeat - you aren't allowed to see how many HP left, just your status [Healthy, Good, Bad]).
I totally agree with your modifications. Let me submit a suggestion... what if you use icons instead of words to show the current status? I'm thinking to three icons, which are deep-grey-coloured and get coloured only if the associated status is actually inflicted. It's another way to solve the scroll problem you mentioned before...
Jens
Vexus
Aug 10 2012, 02:22 AM
Currently reading messages and selecting stuff uses enter so I thought I didn't need to show them "press enter" to close pictures.
I can put in brackets for the very first tutorial press enter to continue tough, I might do that.
Could be an idea but needs to be clear so people would get what that icon means which could be a little hard to explain. (Tough could always make a tutorial about it)
Or maybe have the text remains and under condition text icons show greyed and when you get a status effect they change colour or something. Only need to move the health and stamina a little lower to have the icons there, simple edit.
I prefer the 2nd one but up to you.
Thanks
Jens of Zanicuud
Aug 10 2012, 02:57 AM
QUOTE (Vexus @ Aug 10 2012, 12:22 PM)
Currently reading messages and selecting stuff uses enter so I thought I didn't need to show them "press enter" to close pictures.
I can put in brackets for the very first tutorial press enter to continue tough, I might do that.
Could be an idea but needs to be clear so people would get what that icon means which could be a little hard to explain. (Tough could always make a tutorial about it)
Or maybe have the text remains and under condition text icons show greyed and when you get a status effect they change colour or something. Only need to move the health and stamina a little lower to have the icons there, simple edit.
I prefer the 2nd one but up to you.
Thanks
As regards brackets on the first tutorial I think it's okay. I used to press Spacebar to confirm, so the fact I had to press Enter puzzled me for a while (a couple of seconds, to be honest)
As regards status window... Do you mean icon + text? Yeah, it could be a good idea. I'll send you a sample layout of what I thought later.
Jens
Vexus
Aug 10 2012, 03:09 AM
Yea I forgot to put some text document or tutorial about the controls, will do one right away to not forget.
Thanks
Jens of Zanicuud
Aug 10 2012, 11:59 PM
Okay, I've checked the prologue intro.
What to say? The marriage scene is really touching and well evented, same as the other ones. Just one remark... the car tries avoiding a turtle, or were my eyes going to betray me?
In my opinion, the last scene is the one which needs some editing, the car isn't vey fluid... and the reason why they hit the lorry...
The baloon text is working well, I've found only a grammar mistake (your instead of you're in the doctor's dialogue - if I remember well), characters' sprites are well animated, with turning heads and closing eyes (the effect was really good!).
I will just give you a suggestion.
If I were you, I'd fragment this video and make these scenes appear little by little, maybe in flashbacks, and start directly with the main character waking in the hospital. I mean, when the main character visits the room where the doctor told him the sex of his child, he could remember that fragment, when visiting what rests of his house (if you're planning to insert it), the scene with the family in the dinner room and/or the scene when the wife tell him her pregnancy...
This is my personal preference, I feel using that cutscene as opening would be a waste...
Jens
Vexus
Aug 11 2012, 01:23 AM
Hey jens thanks for the feedback and thanks for the spelling mistake people told me twice there was a spelling mistake but never mentioned where >_>
Yes the car scene is a little odd but I don't know, it's pretty hard to make it look good unless I draw myself the car turning to the left and right to have it more fluid.
Any suggestions are welcomed as I don't like much the car accident scene too.
----
Anyway just to be clear your character won't remember these scenes only 1 scene will he remember which is not in the demo as it's currently in the works.
With these scenes I only wanted to portray how your character's life was with his family and all before everything ended fucked up.
Jens of Zanicuud
Aug 11 2012, 02:39 AM
1. Remove that damn turtle! It utterly ruins the atmosphere you created! When i first saw it, I felt puzzled and then laughed for a while... about two seconds later, the car crashed and I stopped laughing. In my opinion you could make the car accident caused by a drunken driver on the opposite lane (you could display a car moving in a strange way and then crashing into the main characters' car), or anything similar...
2. So, where are you planning to insert those videos? They are too much well done not to be put in your project... Do I have to think you'll insert them one by one, in no precise order to further confuse the poor player? I'd be for that idea
Jens
Clord
Aug 11 2012, 03:12 AM
QUOTE (Jens of Zanicuud @ Aug 11 2012, 01:39 PM)
1. Remove that damn turtle! It utterly ruins the atmosphere you created! When i first saw it, I felt puzzled and then laughed for a while... about two seconds later, the car crashed and I stopped laughing. In my opinion you could make the car accident caused by a drunken driver on the opposite lane (you could display a car moving in a strange way and then crashing into the main characters' car), or anything similar...
2. So, where are you planning to insert those videos? They are too much well done not to be put in your project... Do I have to think you'll insert them one by one, in no precise order to further confuse the poor player? I'd be for that idea
Jens
Now I'm intrigued.
Vexus
Aug 11 2012, 04:04 AM
They will be shown when you start the game but they are just scenes that help you know how your character's life was.
I don't want to hint stuff that's why I'm being vague but there could be fragments in the future of memories..
---
At first I was going to use a boy jumping for his ball instead of the turtle but I thought the jumping animation looks weird already it wouldn't look nice so I scrapped it to something else which turned out to be not that good heh.
Jens of Zanicuud
Aug 11 2012, 09:18 AM
QUOTE (Vexus @ Aug 11 2012, 02:04 PM)
They will be shown when you start the game but they are just scenes that help you know how your character's life was.
I don't want to hint stuff that's why I'm being vague but there could be fragments in the future of memories..
---
At first I was going to use a boy jumping for his ball instead of the turtle but I thought the jumping animation looks weird already it wouldn't look nice so I scrapped it to something else which turned out to be not that good heh.
If I have to be honest, I'd prefer seen them in-game... BTW, I'm waiting for your first release, so I suspend my judgement for now I know that scene is difficult to event, but I feel both the turtle and the boy who loses his ball don't fit your game's style... Anyway, I haven't a better idea than the drunken driver ATM, so... good luck
Jens
Vexus
Aug 11 2012, 02:37 PM
Well every game I tried had some sort of background story on new game to give you a glimpse on what has happened before, I'm trying something similar without handling out too much information. (It's a requirement on most rpg maker sites to post your game story else I wouldn't have showed it as it kinda ruins the mystery on finding out what's going to happen in some cases.)
As for the car accident scene I'm watching on youtube some car accidents maybe I can mimic something similar.
Clord
Aug 12 2012, 04:42 AM
QUOTE (Vexus @ Aug 12 2012, 01:37 AM)
Well every game I tried had some sort of background story on new game to give you a glimpse on what has happened before, I'm trying something similar without handling out too much information. (It's a requirement on most rpg maker sites to post your game story else I wouldn't have showed it as it kinda ruins the mystery on finding out what's going to happen in some cases.)
As for the car accident scene I'm watching on youtube some car accidents maybe I can mimic something similar.
I think the staff can be negotiated with if project is really something special which would prevent to filling all the required information. Yours is approved already anyways, however.
Btw, even though I already knew to expect that turtle will be crossing the road, It still gave me a good chuckle. Well done. It is sometimes important to lighten the mood, even with the games like these.
Vexus
Aug 12 2012, 07:02 AM
Yea I don't want the game to be 100% serious all the time but I have to admit the car accident is a bit lacking near the other scenes so let's see if I can make it better.
The story explains what happened while your character was in a coma but when you start the game your character obviously has no clue on what's happening and it will be explained throughout the game's progress. (Tough to be honest I'm pretty sure very few people read the background story in my first post as it's pretty long, thanks laziness heh )
--
Anyway got a new zombie model in the works still not fully done:
Model not complete yet but I tried having some zombie showing their spines.
How does it look? Good/Bad? let me know.
Thanks
Clord
Aug 12 2012, 08:08 AM
To be honest, you might want add more than just zombies as a threat. Something like a dream demons for example.
Vexus
Aug 12 2012, 08:22 AM
There will also be scavengers/bandits and maybe some wild animals like wolves, tigers or something nothing else, don't want this to turn into fantasy.
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