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___________________________________________________________________Resident Evil: The Mercenaries¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[progress]68[/progress]
Created by: Cayden
Project Started: 6/1/07
Playable Slots: 4
Map Size: 128x128
Map Terrain: Badlands
Map Style: Isometric
Quick Summary of features
- 8 Weapons
- Randomized Unit Placing Coverage
- 7 Enemies, 4 Bosses
- Virtual HP System
- Poisoned Condition
- Dropship Inventory Pack System
- 2 Usable Weapons at a time
- Dynamic Weapon Ammunition
- And a whole lot of fun!
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The Gameplay
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The gameplay concept is based from Resident Evil 3 & 4 minigame mode called The Mercenaries. The original idea is to kill as many enemies as you
possibly can and get the highest score. When you complete the round, you will be given a statistics screen. If you achieved a high enough score and money you would be able to purchase a unique weapon to be played in the normal game. In the minigame, you can kill enemies to increase you're time, find bonus items to increase you're time alot ect ect.
This map, however is somewhat similiar, but is based differently than the two. Instead of getting the highest score to purchase a weapon, you're main goal is
to search the area for civilians that need to be evacuated. Killing enemies will add extra seconds to you're timer. Remember that when you're timer hits 0, You lose! The player assumes the role of U.B.C.S. Commando's, a singular team sent into the fray. The player will be able to roam the map as he/she wishes. The area is crawling with enemies, and its you're job to kill as much as you can till you have evacuated the area. Aside from that, the game runs from random switches to make it a different layout each time you play. One example is, the only evacuation point to bring civilians to, is randomly placed on the map. You will have to search the map for it. Civilians also appear out of no where! Find them when you hear them scream for help. Weapons are also randomized, when you find a chest, you will never know what will be in it. Shoot a barrel, you never know what will pop out. Such things happens with the enemies. Depending on how you play, different monsters will spawn at different times. So beware!
The map is not THAT big, but is just the perfect size. Scout the map and know you're paths!
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The Equipment
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The game features several common weapons & items players use in the Resident Evil Series. Here is the list.
Weapons:
Handgun
Shotgun
Assault Rifle
Sniper Rifle
FlameThrower
Magnum
Secret Weapons
Advanced Assault Rifle
Advanced Flamethrower
Bio-Weapon ??
Items
Claymore Mine
Healing Herb
Blue Herb
First Aid Kit
Anyone got any suggestions on other items I could use, Claymore Mines and Healing Herbs aren't enough. I cant think of anything other. Suggestions for items would be appreciated.
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The Enemies
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The game features alot of common enemies you go up against in the series. As well a few bosses.
Weak Enemies
Zombie
Burning Zombie
Cerberus
Crow
Difficult Enemies
Licker
Hunter Beta
Crimson Head
Webspinner
Bosses
Nemesis
Mr.X
Black Tiger
Grave Digger
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Time Boost Planning
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Alot of features in the game increase you're time. Seeing as the countdown timer uses 2 seconds for an actual real time second, Here's the planning method of each time increase.
Kill Zombie [+2secs]
Kill Burning Zombie [+2secs]
Kill Cerberus [+2.5secs]
Kill Crow [+2secs]
Kill Licker [+8secs]
Kill Hunter Beta [+10secs]
Kill Crimson Head [+6secs]
Kill Webspinner [+9secs]
Kill a boss [+120secs]
Find Weapon [+15secs]
Find Time Bonus [+35, +60, or +100secs]
Find Civilian [+40secs]
Evac Civilian [+70secs]
A Civilian is killed [-45secs]
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Scoreboard - The points
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The points are a key benefit in the game. When you hit a certain amount of points, you just might unlock one of the secret weapons. When you
kill an enemy, points are added, when you find an item, points are added, when you use a Healing Herb, points are deducted. Here's the planning method of each point increase.
Kill Zombie [+3 Points]
Kill Burning Zombie [+3 Points]
Kill Cerberus [+4 Points]
Kill Crow [+2 Points]
Kill Licker [+8 Points]
Kill Hunter Beta [+10 Points]
Kill Crimson Head [+6 Points]
Kill Webspinner [+11 Points]
Kill a boss [+120 Points]
Find Weapon [+15 Points]
Find Time Bonus [+21 Points]
Find Civilian [+16 Points]
Evac Civilian [+33 Points]
A Civilian is killed [-60 points]
Find Healing Herb [+3 Points]
Find Blue Herb [+4 Points]
Find First Aid Kit [+6 Points]
Find Claymore Mine [+2 Points]
Find Ammo [+2 Points]
Use Healing Herb [-12 Points]
Use Blue Herb [-8 Points]
Use First Aid Kit [-25 Points]
More planning into the points concept will be looked into further in production.
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Other Information
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The game is a sound intensive map, which includes shooting sounds, item sounds, and several others such as enemy sound effects. Music is also played in the background. Preferably the techno music played in RE 4 Leons Mercenary run. Not to say half the soundtrack of the Mercenary run was recorded, but only 2 beats which one lasts 1.5 second and the other 8 seconds. First beat loops and sooner on the second recorded clip will play for 8 seconds and then will switch back to the first beat. The map will hopefully range between 250kb - 400kb in size.
Additional note, when a civilian spawns on the map, if you are in the area you will hear them scream for help. Giving away their position, which is near you. If you're not in the area you will only be alerted by a text message.
You are no super soldier, you can only carry two weapons on you at a time. And don't forget, you aren't carrying bags full of ammunition in this trip. So You're ammunition is down straight limited. the idea for dynamic ammunition feature will be implemented. Basically, it uses Minerals and Gas. Minerals represent the first weapons ammunition, while gas represents the second weapon ammunition. Ammo clips are seperate units in you're ammunition storage. You can keep track of you're clips there.
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