[2022/07/09] Hiatus from development to focus on release and promotional content. Will resume development towards the end of 2022/07.
v0.2.0.8 [2022/06/24] add Traits system; add Status system
v0.2.0.7 [2022/06/10] add BuildQueue System and SurvivorJob->Build
v0.2.0.6 (2022/06/03) rework the Save/Load system to use LevelStreaming
v0.2.0.5 (2022/05/20) add Scavenging Tutorial
v0.2.0.4 (2022/05/13) add trading system; add map (Suburbia: trader’s outpost); add bullet holes to walls and weapon gore particle effects
v0.2.0.3 (2022/05/6) add a map (supermarket)
v0.2.0.2 (2022/04/29) add weather system
v0.2.0.1 (2022/04/23) add homebase inventory; add multiple survivor functionality; add equippable shoes and pants; add complete phase cycle (players can play as many nights as they want)
v0.2.0.0 (2022/04/08) prototype release
3. Preview
Checkout the gameplay trailer.
Or if you want just a quick look, catch a glimpse of the gifs below.
Thank you for sharing your project Those Left Behind with us!
My favorite part of your video is at mark 1:35, where it sounds like the zombie is saying, “ohhhhh godddd!” LOL!
Are the zombies attracted to any kind of light, or are they designed to be attracted to the “smell” of live flesh (i.e. the player)? Will you be implementing a life bar when a zombie is attacked so that the player can estimate how many strikes will eliminate the zombie? Is there a limit to how many uses a player can get out of a certain kind of weapon? Finally, what are you currently working on to add to your existing project, since this is a prototype?
Hah, does the zombie say that? I’ll have to go back and have a listen.
The zombies are designed to be attracted to the light from the player’s flashlight (given that it’s shone close enough to them). They are also notified if the player runs/jogs by them (noise based on speed of the player).
I don’t plan on adding a life bar. I want to have as few HUD elements as possible. In the future I would like to hide the HUD and only show it when the player wants to see it. But if enough people wanted life bars, I’d add it as an option set by the player.
Re limit to uses of a weapon, Weapon Durability is always something that I wanted to have. . Weapon objects have had this variable since the beginning, I just haven’t implemented the feature.
Re What I’m working on… well I’m having a rest for a few days, but when I get back to it, here are my top priorities:
housekeeping → first priority is clean-up.
i. I need to simplify and streamline my save-game set-up.
ii. the HUD message system also needs some work. it’s too disjointed right now. Cleaning it up will permit me to more easily add features such as interactions with NPCs.
adding homebase station bonuses (e.g. having a kitchen grants survivors more health)
adding a labor system
Thanks for chiming in! It feels good to talk about my project.
Came here from your update video. As always, zombies are the bane of my existence with their creepiness. Despite that, love seeing the updates for your project here
Really looking forward to seeing all the things you listed in your “Top Priorities”. Happy developing!
I’ve further updated my Hospital Teaser with a professional voice actor (I voiced the the first version ).
I’ve finished with the core of my previous list of priorities and now I have two new ones. One on the development side and another on the promotional side.
add a lot of little things
i. item durability for melee weapons
ii. different reticles for different weapon types
iii. customized loading screens
iv. add music during the scavenge/combat phase
v. etc. the list goes on.
Thank you for sharing your Steam page and for announcing new improvements to your website! I really enjoy the dark theme of your website. It serves as a haunting foreshadowing of the mode of survival you will have to endure when scavenging in the game.
You’ve accomplished your promotional goals. Now onward to the development goals! I wish you the best!
I would not be able to handle this game. The zombie noises would be way too much for me Out of curiosity, are there any unique zombies that do special things? Like run faster or infect you from a distance?
When out exploring the world, sometimes the sky turns red and a strange sound fills the air. During these times, “Events,” all zombies are fast and more alert.
However, there is a special type of zombie called a tweaker. Tweakers are ALWAYS fast. Super fast. When idle, tweakers simply stand still and make a characteristic gurgling noise. If you shine your light by them or make a noise (gun shot, weapon attack, or footsteps) too close to them, they will be alerted to your presence and come chasing after you.
Running makes more noise.
Some guns make more noise than others.
Power up generators to light the levels so that you don’t have to use your flashlight so much.
Also, In the upgrade system there are perks that help the player be more stealthy.
Good ole zombie noises. Perfect to give me the chills mid showcase But thanks so much for taking the time to share more of your project. This was a perfect demonstration to show how the skills work, especially the flashlight skills adding immersion and a bit of comfort to an otherwise terrifying environment.
Do you currently have plans to incorporate “hordes” of zombies or is it typically small packs of the creepy creatures?
Haha, I should have probably turned down the game audio for the video.
There are no plans for hordes, just for packs. What will change are the spaces that the player finds themselves in. Spaces range from being small and cramped to being large and open.
My cowardice thanks you for the no hordes. Just one last question, is there any sort of “base building”? Or a home point where the player can bring back any loot?