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Tomo2000

[RMXP][Demo] Legacy

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It's been six months after "Stage 4", where the zombie-human ratio excels 1000:1, and, by some means, the human race has been able to pull together in order to survive. Although totally reclaiming Earth is still decades away, the surviving humans have managed to put together outposts scattered across the countryside. Although secure, at this stage, they are barely sustainable. Food and water are scarce, many are falling ill, and amidst all this, weapons and ammunition are slowly running dry, and defending the outpost is becoming harder and more dangerous each day.

However, as always, stores still operate, usually selling items the store owner had scavenged earlier that week. Most of these stores operate on the barter system, or on a points system awarded to people able to operate and do chores within the outpost. Money is still accepted, although money in any decent quantity is extremely rare.

You play as a mysterious ex-con who calls himself Cain, as he brings trouble wherever he goes. He and his friend, Matt, were fellow Con-Artists before the apocalypse, and only managed to survive thus far by using the tools of their illegal trade. However, with their new civilization slowly crumbling at their feet, they decide to do something completely and utterly insane; travel into zombie infested cities and pull off bat-shit crazy raids. They start small, siphoning petrol from underground car parks and raiding supplies from malls, but, as their equipment and weapons capacity improves, they move up and up, constantly chasing the next big thing.
 

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Title Screen:

 

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Main Menu:

 

 

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Classes Menu:

 

 

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Loadout Menu:

 

 

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Mission Screen:

 

 

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Menu System:

 

 

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In-Game:

 

 

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The following section contains detailed information on zombie types, variants, mutations and mini-bosses, including where they can be found, abilities and weaknesses. Most definitely contains spoilers. Note: If a section in the image says "condition", you should read the description for more information.

 

 

 

 

Basic Zombie:

 

 

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The Basic Zombie is the purest form of the zombie virus, completely free of any evolution or mutation. The Basic Zombie is incredibly stupid and weak, able to only walk and satisfy it's primal nature by eating living beings. It can be killed silently with a single silenced pistol shot, and has no abilities or weaknesses. Basic Zombies can also occasionally mutate into Primal Zombies.

 

Lethality: 1/10

 

Found In: "Operation: Blackout" & "Hide and Seek"

 

 

Primal Zombies:

 

 

 

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The Primal Zombie is a mutation of the Basic Zombie, evolved to be more adapt to hunting down human and animal prey. The main difference about Primal Zombies is that they can't be killed silently without alerting nearby zombies. This is because Primal Zombies have mutated similar to meat ants, and release a pheromone that alerts nearby zombies in the event of their death. The Primal Zombie has also managed to regain some cognitive functions that other zombie types lack, such as the ability to sprint and deal more damage. They have no weaknesses.

 

Lethality: 3/10

 

Found In: "Operation: Blackout" & "Hide and Seek"

 

 

Soldier Zombie:

 

 

 

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The Soldier Zombie is a soldier in QL3 full-body armour who's succumb to the infection. Due to their armour, the Soldier Zombies are capable of taking much more damage before being taken down. Soldier Zombies cannot be killed silently because of this, and have no other abilities.

Lethality: 2/10

Found In: "Operation: Blackout" & "Hide and Seek"

 

 

HAZMAT Zombie:

 

 

 

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The HAZMAT Zombies are doctors who turned inside hazardous material suits. These suits, originally purposed to enter radioactive and bio-hazardous areas, feature a practically bulletproof visor, making any bullet to the side or head non-fatal. The HAZMAT Zombies weak spot is at the back of the head, where there is no protection. In stealth mode, silenced pistol to the back of the head will kill a HAZMAT Zombie, but a bullet to any other location will alert other zombies. The HAZMAT Zombie has no abilities.

 

Lethality: 1.5/10

 

Found In: "Hide and Seek"

 

 

 

 

 

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  • A Unique Experience Every Time: Legacy, and all of it's heists, have a set of random events that can occur during each map, from spawning 'special infected' to the map betraying you and making your life more difficult, ensuring every play-through is different and unique.
  • Choose Your Play Style: Most missions have the ability of completing them either completely stealthy, where you will have to limit your fire and weave and dodge the infected, or going loud and laying the trail to your victory with corpses and bullet casings.
  • Extensive Weapons and Classes: Planned for future releases is a very extensive set of unlockable weapons and classes, allowing the player to select the weapons they want for the specific mission.

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Old Demo Notes:

Demo v1.0: Right now, the demo is only of one of the playable heists, without weapons and classes as-of-yet, just the necessities. I completed the project in four days, starting on the 26th. The first day revolved around coming up with concepts for the map (the concept of the game itself I had screwed around with for a little while now, though), procrastinating, and getting everything ready in my head. I like to go into RPG Maker XP with a floor plan already mapped out in my head.

Day two mainly consisted of mapping... Because I hate mapping, with a passion. It drains all of the enthusiasm out of me.. I also spent a lot of time working with the scripts and with the lighting to make the map come out the way it did, of which I am very happy of.

Day three was initial testing. Make a screen, test it. Add a zombie or two, test what sort of detection system they have, and if it works. I got a working demo of this done by about 2pm this day, and I sent a copy to a few close friends for testing.

And day four was, primarily, getting feedback from the testing, and fixing any glitches or sound errors. This didn't take long. Anyway, this is what I managed to complete in four days. I'm hoping that, if the community likes the game, I can start throwing new maps and missions out weekly. Anyway, I'm sorry if it's short, but, in my opinion, for four days, I did rather well. Please either reply to the topic or PM me personally any feedback, glitches or errors that you might come across, but it should be pretty bulletproof, for now. Hope you guys like it.

 

 

v1.1b

In this version, there's a newly added menu system, which involves a weapons and classes system. There is also a secret hidden in the first map somewhere. The first 5 people who PM me the code will be immortalized somewhere in the game :D . Happy hunting. As of v1.1b, I've also immortalized RGangsta and Marked for finding the secret. There's three more places, so happy hunting guys.

 

 


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:o You sly dog, you. I didn't know you had a supah-secret project. Looking forward to it.

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Well, maybe if you broke your chronic AC3 addiction and got onto Skype more often you would have known.... Maybe.. :P

It's not much, but it's playable, and it is one of the levels so far. It's more of an appetizer, really, if you were to put it that way. Anyway, I hope you like it :) I'll actually be putting it up in a few hours time, since it'll be New Years Eve, technically, in an hour for me.

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I'm happy to announce that the demo is now up! :D I hope you guys enjoy it. Although it's short, it took me only four days to come up with, most things from scratch. I'm hoping that, if you guys like the game enough, I can start making new maps and missions weekly! :D A little detailed log about what I did those four days is in the demo notes. Any feedback is greatly appreciated. Thanks.

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lol That was fun. I got up until the elevator when I died. I thought that if I killed every zombie, I'd be safe. I...was wrong...I'll definitely play more later.

I got up until the elevator was operating again.

Edited by rgangsta

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Ammo conservation is the key. Here's a little hint;

 

Two double-barrel shotgun rounds and one silenced pistol shot takes down a soldier, instead of using three double-barrel shots.

 

 

And thanks for playing, RG :) Once I get a proper menu system up and running I'm hoping I can have new maps out every week or so :D

 

Also, in the next update, there'll be a hidden secret on the first heist. Not only goes it give you a tonne of extra cash, but the first five who PM me the code will be immortalized in the game, somewhere, if they can find it :D

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Version 1.1 is now out. Demo notes can be found right above the download button. Take it easy, guys.

~Tomo2000.

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Bugs:

There is a bug in the first mission on the stairs where you turn on the lights, you get stuck in the stairs and you can't go down, I noticed it when trying to go down again after turning the lights on, but it seems it only happens when you approach the stairs from the north tile.

There seem to be more bugs with the stairs, like inproper sprite placement and being unable to go back unless you walk away from the stairs first.

 

Impressions:

Well the voiceover is a nice touch, it's not exactly professional quality, but I'm not one to complain.

Also I find it a tad annoying having to draw my gun every time I want to shoot.

Can't figure of a way to reequip my silent pistol.

Well... that was easy... Beat the game on my first try, and I hate ammo conservation x_x I wanna boom, boom, boom, dammit!

It wasn't that hard abusing the zombies pathfinding either x)

But you need to at least clear the narrow places, so a no kill run would be a lot more challenging than I thought. ;/

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-snip-

Impressions:

Well the voiceover is a nice touch, it's not exactly professional quality, but I'm not one to complain.

-snip-

Voiceover was recorded with a webcam microphone. The mic is actually really good all things considered. I am not a professioinal voice actor, nor do I have a professional microphone. And yes, this is my first time doing voiceacting.

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Thanks Saltome!

Bugs:

There is a bug in the first mission on the stairs where you turn on the lights, you get stuck in the stairs and you can't go down, I noticed it when trying to go down again after turning the lights on, but it seems it only happens when you approach the stairs from the north tile.

There seem to be more bugs with the stairs, like inproper sprite placement and being unable to go back unless you walk away from the stairs first.

Yeah, I also found the bugs with the stairs. That's my fault entirely, I originally just made the stairs system so I could get to and from the areas when I was testing, and forgot to make it 100% glitchproof. And, with the sprite placement, when you go down the stairs (or up in some cases), when there's that little sprite placement where the characters foot goes through the bottom, there's not a whole lot I can do about that sadly, since that's the sprite itself. I could screw around with some priorities and have another crate underneath the staircase that has a lower priority than the stairs, but higher than the player, that might fix it, but, yeah, I blame the tileset entirely for that.

 

Well the voiceover is a nice touch, it's not exactly professional quality, but I'm not one to complain.

Yeah, I thought so, too. And I know that it isn't professional but, as Tatsu said, for first time voice acting I think he did a good job. A few things could have been changed here and there, in my opinion, but I'm pretty happy with the results. Hopefully I'll be able to get Tatsu to do some more voice acting for the future maps.

 

Also I find it a tad annoying having to draw my gun every time I want to shoot.

Well, although I find it a little annoying myself, it's a good way to make a not-so complicated system, but it's also more realistic, in my opinion. You won't be able to sprint around having every single hip-fire shot hit on target, like in the most of ABS. You'd actually want to stop, check your breathing, aim and fire, instead of run around, in my opinion.

 

Can't figure of a way to reequip my silent pistol.

Yeah, I can't figure that one out, either. With the original release, the pistol worked flawlessly, and could be equip and un-equip, but then I did the exact same thing with this release and it doesn't seem to work. I'll have to take a look into it.

 

Well... that was easy... Beat the game on my first try, and I hate ammo conservation x_x I wanna boom, boom, boom, dammit!

That all depends on what class and weapons you were using. The Lone Wolf class without any customization, so just the Noveske N4 and the Sawn-Off Double Barrel will require you to use ammo conservation, since I really balanced that for the first release, but, again, I sort of rushed through getting the other classes out so, although everything works, the ammunition isn't balanced as-of-yet.

 

Anyway, I hope you enjoyed the game thus far. I'm working on a new version right now, which contains a new mission and maybe another class, if I have the time for it.

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I think it's a good effort just to get a voice actor, nevermind the quality. For the first go, I think you did a pretty great job tastsu. You should narrate my youtube videos :> I would, but my accent would probably turn you all.

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Hey guys, the next version of Legacy will be coming out on the 29th of January, if everything goes according to plan. So far I'm just working on the most dreaded part, but, after that, it should be pretty simple. Legacy v1.2 will feature a new heist called "Hide & Seek" and, if I can get off my lazy ass, a new class with four new weapons. I'm thinking of revealing the Hunter, he's been a really fun class to play with; an expert in the ways of the old world. Might leak you guys a teaser of the class if I get the chance.

 

In "Hide & Seek", you're asked to go on a snatch-and-grab mission to rescue a girl named Samantha Kim from a small coastal town called "Ravendirge". The only problem is that a lot of questions aren't adding up, and it's not just a small scale; everything from who the girl is to why the military made a quarantine camp so far away from any highways.

 

But a job is a job, and $15,000 is a small armoury, a small armoury you very well don't intend to turn down. Below is a screenshot of the map so far and a concept list for what your objectives will be, or should be, and a list of new improvements.

 

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The first thing I'd like to point towards is an AI-Director, so to speak, that I have in all of the maps that I happy call "asshole" "DALE". You remember how the power can shut off at the base whenever it damn feels like it? Well, there are a dozen or so new events I have planned in this map, everything from car alarms to, well, I don't want to spoil anything. There will be quite a few events that have a specific chance of happening each play-through, rather than each play-through, hopefully to increase the games re-playability value. I'll have to have Tatsu, with any luck, do a tonne more voice-acting, as, dependant on DALE's decisions when the map first loads, there are two paths to this mission; one is a relatively quick-and-easy path, which will give you about $15,000 from just the objectives, but the longer path, which has a one-in-three chance, will yield double that.

 

There will be some dead soldiers laying around the map, but also the zombie soldiers, will be carrying dog-tags, and, in this map, you'll be able to collect them, and a military contact will be willing to pay per dog-tag you retrieve. This military contact will also be involved in the longer-half of the mission. I may get our old friend FormlessTree to do the voice acting of the military contact for this mission. Now, below is the concept of the short-version of the objectives, and note that the entire mission can be done stealthily, unless the longer-version is triggered;

  1. Disable the motion-sensor cameras within the compound before entering.
  2. Enter the quarantine camp by cutting a hole in the chain-link fence.
  3. Have the military contact give you the password, this may occasionally fail, which triggers an event where you have a specific amount of time to disable the alarms.
  4. If the above event triggers, hold out while Matt hacks the terminal. This will take a minute or two.
  5. Get intel on where Samantha's home residence was (will change each time).
  6. Find Samantha, and escort her to where you started.

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Ive played it or died multiple times. Yes Im that bad but its long time ive played rmxp game ever since. Somehow I can say it got my nerves. Good job though. The map structure is very good. But on the downside is I think the map tileset is just too old to be used in this game. And the zombie sprite is just too plain. There was a bug that I can be on a "noclip" mode. And that stairs can stucked you to death. The Ammos are confusing. Why is it that theres a price on every shelf? Although I dont care about the voice quality but I think the guy speaks so unnatural and unconcerned. I will be looking forward to this game. Good luck :-)

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Ive played it or died multiple times. Yes Im that bad but its long time ive played rmxp game ever since. Somehow I can say it got my nerves. Good job though. The map structure is very good. But on the downside is I think the map tileset is just too old to be used in this game. And the zombie sprite is just too plain. There was a bug that I can be on a "noclip" mode. And that stairs can stucked you to death. The Ammos are confusing. Why is it that theres a price on every shelf? Although I dont care about the voice quality but I think the guy speaks so unnatural and unconcerned. I will be looking forward to this game. Good luck :-)

Again.... first time voice acting. not a whole lot I can do about that. My voice doesn't pull a 'concerned' tone well.

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