Thursday, January 27, 2005 9:11 PM
Background
I love the Resident Evil series. It's one of my 2 favorite franchises of all time (the other being Metroid). From the first time I played the game I've wanted nothing more than to explore Racoon City with a couple of friends. Well my wish was granted, sorta, when Capcom release Resident Evil:Outbreak for PS2. Now I say sorta because 1, I don't have a PS2 and 2, The lack of any real communication bothers me. So, what does this have to do with HL2 and my idea? Well, using RE:O as a gameplay base and throwing in HL2's great physics, beautiful graphics and communication systems (text and voice chat) and I think you have the makings of a really cool Co-Op adventure.
The Basic Story
Sometime after the Combine began attacking Ravenholm, 8 strangers find themselves alone in the middle of hell on earth. Everywhere they look headcrab infested zombies roam the streets looking for new victims, horrible creatures attack from the dark at lightning speeds and the sounds of horror is everywhere. Armed with nothing at all these 8 people must Escape from Ravenholm.
Basic Game Structure
To create the scale and atmosphere of Escape From Ravenholm, multiple maps will be strung together to create Episodes, with each map building off of the previous map. The first release of EfR will contain 1 Episode, with new ones coming every major release after that. Mappers will also be able to create their own episodes to expand the EfR universe.
When a player joins the game, they are entered into a lobby, similar to the lobbies found in most RTS games, where they can choose from 1 of a total of 8 different characters. Each character has strengths and weaknesses that will change the gameplay experience for the player controlling them. Players will be able to view the profiles of each of the characters and chat with other players while they wait for the game to start. A random player will be chosen by the server to act as the 'operator'. The operator is responsible for choosing the Episode and options for the current game. Once all players are ready the operator starts the Episode.
Basic Gameplay
On the first map players will spawn alone and with no equipment or weapons. From there they will have find the rest of the group, picking up weapons & equipment and fighting monsters and the environment along the way. Once the group is together they must find their way to the exit. The map does not end until all living players make it to the exit together. If players get to the exit alone, they will not be safe, they will still have to fight off any attacking monsters.
After all living players make it to the exit, the door will open and the players can escape the map causing the next map to load. Before entering the next map, players are again placed into the lobby where they can buy health & bullets and trade guns & equipment. When everyone is ready they are spawned together in the new map. Again they continue together until the end of the map, and ultimately the end of the episode. Those that are successful will make their way to the exit where the end game stats and awards will be shown.
Injuries and Death
When a player is injured past a certain point, they will become slower and may not be able to use all paths out of the maps, so teammates will have to help them find alternate routes.
Players who die become a random monster and continue to hunt down their former teamates. Killing other players increases your speed and your power. If you are killed as a zombie, you will immediately respawn at a random location, losing all your gained power and speed increases.
Bonuses
Bonuses, in the form of money, will be given to players at the end of each map for things like beating previous times, finding certain items, etc. Player bonuses will also be given according to how many players make it out alive, with the bonus amount doubling for each player (ie: 1player $1, 2 players $3, 3 players $6, etc).
Voice and Text Chat
Since communication will be extremely important voice and text will be used. But, instead of having full map range, only people within 15 feet of a player (in game) will be able to hear them or see their typing. At 20 feet, things start breaking up, and at 25 feet you can hear and read nothing. If players find a walkie talkie they will be able to chat map wide to any other players with walkie talkies.
Weapons and Equipment
Like previously mentioned, one of the most important pieces of equipment will be the walkie talkies. There will also be other equipment, like lock picks (I am the Master of Unlocking!) fire extinguishers, etc. Different weapons and bullets spread throughout the map, but not all players will be able to use all guns.
The Characters
This part I have not entirely thought out, but there will be some general strengths such as:
- Some players will be able to fit in smaller areas and be fast, but they won't be able to take much damage and they won't be able to use heavier weapons.
- Some players will be stronger and take more damage but they won't be able to fit into smaller areas and they will be slow.
_ In addition to the physical characteristics players will be limited by what they know. Some players won't be able to use certain weapons or equipment because they don't know how to use them. As I think more about this I'll solidify the characters.
Play Styles
There will be 3 different play styles for EfR:
- "All Together Now": The whole group works together. This is the main play style for EfR.
- "Every Man for Himself" : Each player is trying to be the first and only player left by the end of the episode. Players can not directly kill each other, but they can block others paths and cause monsters to kill other players. The first person to the exit is then taken to a safe room where they can watch the other players. Once the first player enters the safe room all remaining players lose life a little at a time.
- "Shirts vs Skins" : a hybrid of both above play styles where 1 team competes against the other.
Conclusion
Well, that's my idea. It's a bit rough right now, and I'm not even sure everything could be done (especially the chat stuff) . I also have a bunch of other ideas and enhancements I haven't written down here, in an effort to keep atleast a few things a suprise, but I think it's a good idea. If I had the team and the time I would be all over this. But alas, I have neither. If you think this is a good idea, pass it on to someone you think might like it. Maybe I'll be able to pull a team together and we can get Escape from Ravenholm made.
Thanks for reading, and if you use my idea, in part or in whole, please let me know and at least give me some credit. :)