RPG Maker Forums

The alpha demo is not currently available, it is planned to be released soon!
 
 

 
Left Behind is a game revolving around the lives of citizens who now live in a quarantined city. It is an action/horror game heavily focused on story-based elements to build its atmosphere.
 
It is inspired by a roleplay series from years past that I was a part of. The main character of the game, Vincent, is my original character from the series.

Note:

This game has no relation to The Last of Us' DLC "Left Behind", that and any similarities between the two are purely coincidental. This project is based from a series that started more than five years ago.


Some progress tracking to help give an estimate on when the demo will be ready. I'll change the numbers whenever I update the game.
 
Artwork: N/A
• Artwork will be integrated as development continues. It's an ongoing battle to fund high quality resources for character art and sprites, this is something that will make the game appealing!
 
Music and Sounds: N/A
• I'm attempting to avoid using as many RTP sounds as possible, I want players to feel they're experiencing something new from an RPG maker game and have been adding high quality sounds as I've come across them. Music will be commissioned as part of the game's budget but will require more funding to get original pieces.
 
Story Development: 75%
• The main storyline has been planned out from start to finish. Minor events and sidequests are being worked on separately but will be just as important as the main story. My writer/creative consultant has been producing a compelling and original story with dynamic characters.
 
Ultimately my project is focused on story and character interaction. Most things that the player does will affect the story as dynamically as possible. Most of my development time will be spent on making sure the story is perfect and without loopholes.
 
Script & Dialogue: N/A
• This is currently in its earliest stages of progress. We're taking extra time to make sure that our writing is nothing but quality. We want our dialogue to be as true to natural conversation as much as possible and we'll be working tirelessly to bring an enjoyable experience for all read parts of the game.
 
Mapping: N/A
• I'm always learning new tricks with mapping and most recently I've been focused on honing my parallax mapping skills to create a unique visual look for my project. With the help of some dynamic eventing/pathing scripts, I'll be able to bring the environment to life by making the player capable of interacting with it.
 
Event Scripting: N/A
• Once the mapping has gone further into development I'll be able to tackle this task. I intend to make most events dynamic by having them influenced with many kinds of variables including player choices, environment interaction and choice of pathing. Belkin City will feel much more alive with a well constructed free-flowing event system.
 
Battle System: 50%
• While I'd love to make my own battle system, I don't see it happening any time soon. I want to avoid using too many common tropes for zombie survival games and make something that players will enjoy coming back to. If all permits I'll continue using Schala Battle System to help engage the player in the action-based elements of the game.
 
Most of our combat ideas have already been thought out, but we're always looking for new ways to make more interesting battle scenes based on evented dynamics. I want to achieve having the player make tactical decisions using enemy pathing and the environment to help achieve uncommon ideas in RPG Maker combat games.
 
Another thing I'm working on is the ability to switch equipment on the fly, so you'll always be ready for the toughest situations without feeling like the game had cheated. While the player will be limited from bringing -all- of their gear with them, planning ahead will become a much more refined aspect of the game.
 
Expect to see a lot of care put into this as scavenging and crafting will play some important roles in the battle system.
 
The Safehouse: N/A
As a little bonus to this update log, I wanted to include some points about the safehouse. Character dynamics will play a huge role in how you'll be able to fortify your defenses against the many threats in the game. It will be extremely important for us to work on the previously mentioned systems before we tackle this part of the game. Rest assured, we'll be thinking of ways to give the player an incentive for building their safehouse.


Introduction Prologue
 
It's either kill or be killed in Belkin city, and you're no exception in this situation. You're not sure how it happened or when it started, but a virus has breached civilian life and has begun to mutate human DNA, the people affected rot and slowly turn mindless as they become savage zombies.
 
As a survivor in this city it's up to you to survive by any means necessary. When danger lurks around every corner you'll face the horrors of life in this post-disaster civilization and meet other survivors who will either help you or turn against you.
 
Among the mutated stands more obstacles in your way. The Advanced Infection Regulation Unit, or "A.I.R. Unit" for short are a private military organization made for the purpose of containing and eliminating the virus. They have constructed a secure militarized wall around Belkin city to keep the infection and any survivors trapped. They have weapons, they are hostile and they will kill anything that tries to escape.
 
The populous of living people in the city has dwindled to near non-existant over the course of a few weeks and you are one of the few who have managed to survive after being abandoned by all former humanitarian hopes.
 
You are a survivor, you have been left behind.
 
 
Introduction Backstory
 
September 17, 2017
 
It's been three weeks since the virus has spread and consumed Belkin city. Over mere days since its arrival tens of thousands of people have died or have fallen to the disease. You're not sure what caused it or when it first broke out, but you're thankful that you're at least alive. It could be a miracle that you got through this far, or maybe it was just by sheer dumb luck.
 
The city is under quarantine by the Advanced Infection Regulation Unit, a private military company that specializes in the containment and elimination of biochemical hazards. Anything that comes near the walls are shot by automated turrets or by patrolling sentries. You've managed to escape the A.I.R's frequent street cleansing by the skin of your teeth as they hunt for the undead and roaming survivors who possibly carry the infection in their bodies.
 
Your life has been horribly derailed since the day it all first hit but you've learned to adapt, you are a survivor. The sound of distant gunfire echoes daily in the streets and over the rooftops of the countless complexes that cross the city. You're no stranger to seeing the bodies of the dead counted up by the dozen.
 
It's now that you've realized just how difficult it is to get by on your own. You've been disconnected from your family, friends and way of life. Civilization doesn't work the way it used to, bartering is usually done at gunpoint.
 
After all you've been through the nights never pass any more easily. Tomorrow is another day to survive. You're not sure what might happen then but you know to be ready for anything. As you find refuge for the night you wonder if you'll survive another day.


Advanced Infection Regulation Unit (A.I.R. Unit)


In late 2015 the government of the United States could no longer hold out from paying the bulk of their country's financial debt. As tension began to rise between rivaling nations, an attempt to take advantage of the situation was made -- the army that had been built in preparation for war had been divided into disposable units that would be sold to investors who would rent out their forces as a source of income. An act was passed by the government to allow these units to operate undisturbed and unaffiliated with the United States' army to prevent claims of invasion.
 
The Advanced Infection Regulation Unit, or "A.I.R. Unit" for short are a specialized private military organization tasked with containing and eliminating the virus within Belkin City. They have constructed a secure militarized wall around the city to keep the infection and any survivors trapped.
 
They frequently patrol the streets to "cleanse" them of the infection by shooting every moving organism on sight. Equipped with the most modern firearms and a generous of ammunition this makes their job a simple task. 
 
On the wall that separates Belkin city from the rest of the country are patrolling sentries that shoot whatever comes down their line of sight. Anxious snipers with itchy trigger fingers stay perched in towers looking down the main roads of the city while grunts handle the rest. The South Gate leading to the highway is the most vulnerable part of the quarantine zone but remains heavily guarded.
 

The Virus
- BEING UPDATED -
 
Belkin City
A massive modernized city in North Carolina home to over 320,000 people. It used to be powered by a power plant located in the industrial parts of the city, but it has since been shut down and turned into an A.I.R. controlled forward base.
 
Over the years gun laws have not changed, however many people have opted to hide illegal firearms in their homes as crime became more common. It's not impossible to find a firearm in the city but it is difficult.
 
Most buildings remain uncared for and have quickly become dilapidated, though some have opted to use buildings to fortify against the threats in the streets.
 
"Zombies" (Infected)
You've seen them in horror movies and in video games, but they're nothing like what you've seen with your own eyes. These once-humans have turned into rotting moving corpses that bend and move in ways a normal living person could not.
 
• Zombies: The most common term for a person that has recently turned to the virus. They've started to decompose, visibly chunks of flesh have fallen out of their bodies and they are unable to have any thought except to survive by the primal thought of eating flesh.
 
• Nightstalkers: These zombies are only present during the night. They move on all fours, and quickly. They see in the dark superbly but are easily blinded by light.
 
• Flesh Hunter: Much like Nightstalkers, these infected creatures are commonly found during the day. Their skin is usually more raw colored than other infected as they don't rest while searching for prey in the sun.
 
• Husks: Instead of decomposing these zombies have mutated to grow thick skin that is hard to penetrate, even by a bullet. They are slow and clumsy but are physically strong. Aim for the eyes.
 
• Juggernauts: The virus has somehow mutated these zombies to grow flesh at an extraordinary rate. In this, their bodies have grown up to twice as large as the average man and are capable of destroying concrete with their fists. These are the most rarely found zombies but few have made rumours of survival by severing the base of a juggernaut's skull from its spine. It sounds impossible, and probably is.


Vincent Cross:


• Main character, protagonist
• Male, 25yrs old
 
The game is centered around Vincent's experience of survival in Belkin City. Being middle-management for a marketing company in Belkin, he was trapped when the A.I.R. Unit initiated the quarantine. His closest family lived outside of Belkin in a town named Marilyn Valley, his childhood home. He has a general set of skills which are improved through his interaction with other survivors and is controlled by the player throughout the entire game.

 
 
Emily Miller:
• Leader of the Survivors of Belkin City
• Female, 26yrs old
 
A native to Belkin, her family owned a house outside of the College district. During the following weeks her father went missing and she unwillingly fell into the position of becoming the group's leader. Her father taught her survival and combat skills so she could protect herself. 
 
 
Allan Miller:
• Founder of the Survivors of Belkin City
• Military Veteran
• Male, 47yrs old
 
As soon as Allan had his first glimpse of the breakout he immediately began preparing for his family's survival. His wife, Rebecca, became one of the first citizens infected by the virus and under its influence she attempted to kill Emily. Allan barely managed to rush to Emily's aid in time and was forced to kill Rebecca to stop her from harming their daughter. Later into the quarantine there was a schism within the group resulting in a fight between Allan and Darren Novak, his challenger. This concluded in the pair falling off a bridge leaving Emily to assume control of the group.
 
 
Katelyn O'Connell:
• Group doctor
• Female, 23yrs old
 
She is native to New York State and is one year away from completing her medical school degree. After deciding to visit her friend in Belkin City, she became a witness to the outbreak when her friend suddenly became infected right before her eyes. After managing to escape the situation she meets up with Emily and Allan who offer to take her in to their group of survivors. Katelyn's strong personality brought her and Emily closer and lends to reinforcing Emily's leadership in the group.
 
 
"Torque":
• Group mechanic
• Male, 22yrs old
 
Torque earned his nickname by being a naturally skilled mechanic. Ever since he was young his passion was taking things apart and put them back together. Half a year before the breakout of the infection he completed his education in Belkin college and worked at a local gas station. His girlfriend who was studying in Belkin college went missing shortly after the first reports of infection hit Belkin. He sees himself as the person in charge of keeping the group's morale up. Despite this he still takes the situation seriously and understands what it takes to overcome their problems.
 
 
Jace McGee:
• Group engineer
• Male, 29yrs old
 
Jace's life has been troubled by constant family issues. His father left when he was young leaving his mother alone to take care of him and developing attachment issues. This lead to Jace eventually having an abusive step-father who controlled the family and moved them around often. Jace moved out alone as soon as he could and eventually his step-father left his mother. Alone and depressed in Belkin his mother died and was buried in its cemetery. Jace revisited the city every so often to mourn for his mother but despises the city thoroughly. Arriving on the last commercial plane to the city he became trapped shortly after the quarantine started.
 
 
Isaiah Walker:
• Group gunsmith
• African-American Male, 38yrs old
• Ex-A.I.R. Unit soldier, went MIA after being turned out for possibly being infected.
 
As a native to Belkin he opted to work in the city once he heard the infection was spreading in the area. Determined to protect his family he abandoned the A.I.R. Unit, and was assumed to be infected.
 
 
Jackson Walker:
• Male, 19yrs old
 
Isaiah's son, Jackson, went missing like many others when the quarantine started. He was presumed to be finding refuge with his mother by Isaiah.
 
 
Jessica Locke
• Hunter Class
• Female, 27yrs old
 
Growing up in Belkin's Orphanage founded by the Christian Church in Belkin City, she was never adopted and grew detached from people over time. In her younger years she always tried to stand out by making herself seem unique, but her opportunity to be adopted never came. As she grew older she was placed in several government funded programs, only to end up struggling through them. She eventually found her own path by fending for herself by all means necessary. Ending up staying in Belkin City during the outbreak, her familiarity with the city became key to her survival.
 
 
Tristan West
• Group trader/inventory manager
• Male, 16yrs old
 
A young teenager who was separated from his parents during the outbreak. After some time on his own he eventually found the group of survivors in the days it was lead by Allan. Tristan tries to block out the reality of the world outside the safehouse by keeping himself locked in, tending to equipment of the group and managing their inventories. He managed to create a bartering system based on point values, making inner-group trading easier based on their individual contributions.


Note: All maps are a WIP until stated complete.
 
Exterior Design (and for cutscenes!)
(-Updated 10/07/2015-)

 
The following maps are -very- old and do not represent the current state of the game. These will be updated shortly!
Vincent's Apartment
(-Updated 09/05/2015-)

 
Hospital Hallway
(-Updated 09/05/2015-)

 
Doctor's Office
(-Updated 09/05/2015-)


Note: The class only available to the player is "Survivor", however you will unlock new abilities from other classes as you interact with characters and progress through the game.
 
Doctor: This class focuses on healing themselves and others. They patch injuries and provide antidotes for illnesses, they can also treat extreme wounds if the proper equipment is available.
 
Engineer: An engineer builds and destroys. Fortifying a position offers strategic value when one is available, bringing down the defenses of an enemy is also suitable to the role.
 
Gunsmith: Although no skills are currently planned for this class, a character with this class is able to repair, maintain and improve firearms -and- close-hand weapons.
 
Hunter: A hunter is primarily a long range combatant who prepares for combat ahead of time by setting traps. Their skills are particularly handy when planning a combat engagement or escaping from one.
 
Mechanic: These people repair motor and electrical equipment. They are most useful when fixing broken generators which are key to surviving in Belkin City due to the grid power being controlled by A.I.R. forces.
 
Soldier: Using their experience in combat to their advantage, their skills are perfect for crowd control. Multi-target shooting is one of their highlight skills, clearing waves of enemies becomes easier with their knowledge of thrown explosives.
 
Survivor: The most general class of people who were once citizens. They do not have a particular set of skills useful in combat or aid, however they are fast learners and are capable of gaining skills from others.


Developed Features
• Useful equipment in every situation
The player does not gain levels, how effective you are depends on your equipment, abilities and skill to use the combat system.
 
• Characters with important plot development
The game has a large focus on the main character's interaction with other survivors. You will become stronger survivor by playing through character story missions.
 
 
Planned Features
• Your Safehouse
Team up with the other survivors of Belkin city and improve your safehouse. Scavenge parts and upgrade it to allow more survivors to join the group. Stash your loot, accept new tasks, trade with the survivors and assemble your team
 
• Switch weapons mid-battle
Have a weapon that's most suitable to your needs in the fight but don't have it equipped? Use one turn to change gear and have it armed and ready!
 
• Scavenging and crafting
Weapons can be upgraded to be more effective in combat, you can also craft consumable items to dispatch a group of enemies much more easily. Use spare parts to upgrade your safehouse.
 
• Custom artwork by renowned community artists.


(To be updated as development progresses)
 
Art & Graphics -
• RPG Maker: Modern Day Tiles Resource Pack published by Degica (Steam)
• RPG Maker: Zombie Survival Graphic Pack published by Degica (Steam)
• RPG Maker: Futuristic Tiles Resource Pack published by Degica (Steam)
• Additional custom tilework and graphics done by Erik Tucsok and Christopher Hooper
 
• Logo images made on cooltext.com

 
 
Audio -
• RPG Maker: Modern Music Mega-Pack published by Degica (Steam), composer Joel Steudler
• RPG Maker: Survival Horror Music Pack published by Degica (Steam), composer Joel Steudler
• RPG Maker: Futuristic Atmospheres published by Degica (Steam), composer Joel Steudler
• RPG Maker: Cinematic Soundtrack Music Pack published by Degica (Steam), composer Joel Steudler
• Additional Audio: www.freesfx.co.uk
 
Art -
• Hirei, Vincent character sketch
• Mak-Star, character sprites
• 1iamaddoc, weapon sprites
 
Engine -
Built using RPG Maker VX Ace + 
• Luna Engine published by Degica (Steam)
+ Archeia Nessaih, Yami, NeonBlack, Rhyme
 
Graphics -
• Ayene-Chan, paintings and floor carpets
• RPG Maker: Futuristic Atmospheres
• RPG Maker: Zombie Survival Graphic Pack
• RPG Maker: Modern Day Tiles Pack
 
Scripts -
• Moghunter Atelier RGSS3 ATB + Various Addons
https://atelierrgss.wordpress.com/
 
• Khas Awesome Light Effects by Khas Arcthunder
• Khas Pixel Movement by Khas Archthunder
http://arcthunder.blogspot.ca/
 
• Yanfly Skill Item Cost by Yanfly
• Yanfly Weapon Attack Replacer by Yanfly
https://yanflychannel.wordpress.com/
 
• Hime's Map Screenshot Script
http://himeworks.com/
 
 
Apex Vidicus
Story/Script Writer, Creative Consultant
 

Christopher Hooper (CVincent)
Project Lead, Mapping & Database


• Taleisin 
I wouldn't be able to get this far if you didn't support allowing me to continue on with the series. I hope you'll hear about this somehow when the game is ready to be played!
 
• The original Left Behind community 
If any of you see this project at some point, please send me a message. It's been a long time since I've been able to talk to any of you and you're all the reason why this became a thing. Thanks for being an inspiration to this project and for being a part of the original series.
 
• Point08, thanks for giving early creative opinions! Your support means a lot.
 
• Whiona, even though you're always super busy you make the time to check in and see how things are going. Thank you so much!
 
• Lydyn, I've learned a lot by sharing ideas with you while we're watching each other's dev livestream. It's great to have your support.
 
• My friends who have supported me working on this project, even when I've had to put off spending time with them. You guys are all awesome, seriously.
 
 
Support the Project!
Highlight the image and press CTRL+C then use CTRL+V to paste it in your signature.
 ​

Latest Threads

Latest Posts

Latest Profile Posts

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
one bad plugin combo later and one of my followers is moonwalking off the screen on his own... I didn't even more yet on the new map lol.

Forum statistics

Threads
106,035
Messages
1,018,450
Members
137,820
Latest member
georg09byron
Top