There are many things that I want this game to be a lot of what I want would probably be considered too ambitious specifically for someone of my skill level. However I am willing to learn and to put effort into it. I want to release 3 episodes in total I
want episode I and the multiplayer to be free right from the start as a sort of 'hook' and I want episode II and III to be sold together as a DLC. I want ep II/III to be cheap, between AUD $10 and AUD $25 (depending on their quality of course).
Mechanics
Enemy Armour and the Three Weapon Types: Many of the enemies are armoured with thick metal and their skin is untouchable and cannot be damaged. However, there are three weapons types (possibly more in future) that make this interesting:
Plasma: these weapons can be used to heat up and soften enemy armour making it weak, the metal armour will gradully change color from default to orange and then to red showing the player when the armour is at it's weakest.
Lead: once armour is soft and bright red, lead weapons can then be used to penetrate the read areas and hit the flesh underneath, killing the enemy.
Propulsion: these weapons can be used to knockback and stun enemies and can create breathing room for the player, propulsion weapons can also be used to propel the player (aka rocket jumps), this doesn't hurt the player.
Player Shields and Health: While the enemies have metal shields, you have energy sheilds that recharge, similar to Halo. When your sheilds have depleated it's a good sign to retreat out of firefights. Unlike Halo, you have very limited health
underneath the sheilds (just like your enemies), It only takes 3 shots (or 1 well places shot) to kill you.
Movement: The player has less gravity than in Quake but more than something like ULTRAKILL, this allows for more maneuverability while still not compromising on bunny hopping. The player has a booster activiated with SHIFT that has 3 charges.
Unlike ULTRAKILL where it's boost has a set UPS this boost is variable to the momentum of the player, the momentum also does not reset until the player stops moving. This way it can be incorperated into bunny hops to achive insane speeds and
maneuverability.
Arcade Style Levels: Levels are time based and are scores are given based on timese
Explorative Patrols: Enemy patrol teams will partol the city. This can lead to random and unique encounters. Many parts of the city are underlit so patrol units may be hidden in the darkness. The enemies have red eyes that glow in the dark
(similar to Jin Roh soldiers, or crocodiles) so if you see red, it's best to avoid as they are in large numbers.
Story and Environments (so far)
2102 based within a derelict and directionless super city known as the hive. The production of work and militant grade biohybrid robots created using deceased human neurological tissue has reached it's peak. They are now cheap to make, reliable and will
complete all tasks at rates humans cannot possibly compete with.
Forced out of work, citizens are issued an apartment, a monthly allowance and a "pleasure pod" by the governement. While humans are given everything they need to surive and everything they could possibly ever want inside of the pleasure pods, the darkest
point in human history has been reached. A time when billions of humans are left purposeless without meaning and farmed for their neurological tissue by a species they themselves created. Humanity has faced a second death, a spirtual death. For those few
who resist, death is almost certain. Almost.
A man who has refused the temptations of the pleasure pods and is disgusted with the state of the world seeks refuge in the sewers where he builds his sanctuary. He has turned sector 3012 into one of humanities last hopes. 3012 is located directly below
an old arms manufacture.
With a lack of real reason, the biohybrids have been building endless super structures, most buildings are massive and uninhabited and serve no purpose.