Solo-Dev, *Those Left Behind*


Scary third-person action zombie game with base and community management.
Release Date: Q1 2023


Hi, I’ve edited this post so that now it will serve as a:

  1. source for links
  2. development log
  3. place where people can catch a quick preview of the game (gifs + youtube vid)

1.Links

2. Development Log

  • 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 map
  • 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 video.

Or if you want just a quick look, catch a glimpse of the gifs below.

buildq
Base building.


trade
Trade.


status_and_traits
Manage your survivors.


axe
Take enemies down with melee weapons.


handgun
Or with guns.


swarm
Try not to get swarmed!

3 Likes

Greetings @Marius557 !

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! :woman_zombie:

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? :grinning:

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. :smiley: . 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:

  1. 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.

  2. adding homebase station bonuses (e.g. having a kitchen grants survivors more health)

  3. adding a labor system

Thanks for chiming in! It feels good to talk about my project.

2 Likes

Significant update. Bump.

2 Likes