Zombie Legacy - Concept demonstration

Retrofaija

Member
Hello there!

As some of you might have noticed, I just hopped in here. That means I've just hopped into NES Maker, and I've been grinding through tutorials and tips and learning and "been lucky", I guess.

Anyway, I wanna show you a short video of my concept of Zombie Legacy - Legend of Zelda meets Night of the Living Dead (the movie, or something like that...) - Adventure game with classic stuff like puzzles, bosses, dialogue, missions to unlock areas, adult themes etc. Concept has my own made sound effects, but the songs are from the tutorial example - as they will do for now.

So all in all, I've been working on this game for around a week now, almost every day. I'm hooked in NES Maker and everything around it.

Thanks for all the great tutorials and help I've already gotten, let the video do the talking! It's been recorded on RetroUSB AVS and Elgato - with Everdrive N8.

 

Retrofaija

Member
It would be cool to get an inventory screen! NES survival horror!
I'm in between with the design still. Do I want to keep the main mechanics simple, just have gear selection, where you can have different items active one at a time. and other quest items are just invisible "trigger items" that are handled through dialogue and trigger tiles. Or do I want to move more towards RPG style with survival elements - then that would likely also include hunger bar . But I want to keep the location panel, because I'm planning on doing the dialogues used to tell where you need to go (find Apt. #4 in North City, this key will open the drawer where you get my medicine, bring it back to me please).

I could add inventory screen where the location is marked and more stats as well, but I'm not sure if I want the player to be going back and forth to inventory and game all the time just to check basic gameplay things...

All in all, there's many things to consider and I don't want to add them all, mainly coz of it all getting confusing and overwhelming, but also my skillset being able to pull it all off in timely manner :)

Things to consider though:

- Coin grind to have enemies drop random money, have some actual shops where you can buy supplies, like bombs, throwing knifes etc. (projectile and special weapons that are limited in use).
- Inventory system like in Zelda - I would like to add inventory. That would need a lot of planning items wise to make it really usable and give some actual gameplay.
- Keeping the dash mechanic or not, it's not working yet fully, but I'd like to have some "souls style roll" to move quickly few tiles, for designing boss fights and other things.
- I like the idea of having one item at a time active. That would mean some areas you will need a flashlight to see anything (dark "dungeons"), and in those areas you would need
to dash around and not being able to use weapon if you want to see. That's why the slot is called Gear - not weapon.

Long ramble of random ideas I've been thinking, but at the moment I'm working on the tile sets, planning and tweaking the graphics of monsters and NPC's etc.
 

tbizzle

Well-known member
@Retrofaija All those ideas sound awesome, for reals! A flashlight would be a great idea, have to go down into some random cellar not knowing what little nasty is gonna be hiding in the dark lol. I'm keeping my eye on this game, I'll be playing it if it ever sees completion!
 

Retrofaija

Member
@Retrofaija All those ideas sound awesome, for reals! A flashlight would be a great idea, have to go down into some random cellar not knowing what little nasty is gonna be hiding in the dark lol. I'm keeping my eye on this game, I'll be playing it if it ever sees completion!
Thanks! I appreciate it! I've got a little background experience in some repro NES games (made few localized translations for some unreleased NES games in our collector group in Finland, Sunman and Time Diver Eon Man etc) so if it ever gets ready, It's gonna have a premium physical release as well! :)
 

Retrofaija

Member
I worked on the intro screen and timer monsters a bit as well as some art for apartments around the world. Personally I'm liking the setting, even though it is a bit cheesy, but hey. :)

Also some intro story and starting out scenario.

 

Peter Schmitz

Active member
impressive that you did all that (graphics, programming and tutorials) in just one week - I haven't even begun my project yet and bought NesMaker in July :D
 

Retrofaija

Member
Thanks! Here's a screenshot, got a friend of mine working on the sprites, he made few dozen right away (no animations, we're testing how they look). Work in progress and likely to change.
 

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JollyShadow

Active member
They look good! The only thing that bothered me is the zombies blend in with the grey background. If I'm not overstepping, may I suggest making an outline on the zombies? I did so with one of the ones below:

image-1.png.png
 
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Retrofaija

Member
They look good! The only thing that bothered me is the zombies blend in with the grey background. If I'm not overstepping, may I suggest making an outline on the zombies? I did so with one of the ones below:

View attachment 6947
The colors need to be tweaked with all the palettes for sure. Problem is the color amounts, we already have 3 colors in the zombies so we cant add additional color there. Also the sprites are gonna change coz of this limitation.
 

Retrofaija

Member
Added another weapon - molotov cocktail. Can be used against enemies (does more damage as well than the knife), but also can be used like in Zelda.

ZeldaBush.gif
 

Retrofaija

Member
Another update. I have got some major things done, thanks to dale, SciNEStist Jonny D, BucketMouse and so many others for bearing with me and my stupid questions :D
I made this recording on Mesen with NTSC filter to get that blurry nice original look to get the feel of the original hardware (there's been some talk about the crappy quality, so why not!)

Things bug out and stuff, but I'm happy with the progress.

At 3:35 you can see a sprite glitch which appeared now, I don't yet know how to fix it, sometimes my player object is loaded as enemy spritesheet and garbled...

Spritepalettes etc are all messed up since I've been testing another player sprite as well and this palette was wrong here. The character art style is probably going to be more towards the molotov guy style.

 
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Retrofaija

Member
Some new tileset I made today, wilderness cabins - coz you gotta have some points of interest there in the woods and lake areas as well...

1677092895911.png
 

Retrofaija

Member
Here is a little update on the things I've been working on - actually quite a lot of things. Also you cannot even see all the things added here in this quick "run through" - coz I didn't want to make too long video showing everything so far.

- added flashlight object to get, you cannot use weapon while it's equipped (it's heavy that way....)
- fixed the flashlight, so when it's equipped the dark rooms are bright when loading in
- multiple trigger tile types, some that open up only during night, some that lead to secret underground locations.
- new sprite testing as well, needs some tweaking coz he looks a bit too happy hopping around, but we're getting there!
- lot of bugfixing and quality of life improvements

Bug with 8x8 intro screens and the text box showing up weird graphical glitch when the text box is erased, gotta figure it out. Anyway, hope you like the crappy (intentional and unintentional lol) quality NTSC filtered mess. :)

 

Retrofaija

Member
Decided to make a quick song for the beginning (atleast, might be used somewhere else also) - and tweaked the loop of the start screens so it goes relatively well with the music and resets if no buttons pressed:

 
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