********************************************************** bbbbbb oooo oooo ttttttttttttt !! bb bb 0 0 0 0 tt !! bb bb 0 0 0 0 tt !! bb bb 0 0 0 0 tt !! bb bb 0 0 0 0 tt !! bbbb 0 0 0 0 tt !! bb bb 0 0 0 0 tt !! bb bb 0 0 0 0 tt !! bb bb 0 0 0 0 tt bbbbbbb 0000 0000 tt !! ********************************************************** Game Name: Boot! Company: USMC-WARRIORS Dev Current Staff: | ICQ# | E-Mail Joseph Kamai: Project Leader | 86574923 | sgtkamai@usmc-warriors.com Jake Farmer: Co-Project Leader | 121195412 | eh_remraf@yahoo.com | | Game Info: We plan to make a game that is totally different then any Tactical First Person Shooter out there. Our plans are to make something that completely sets the scale for all realistic TFPS. This product will be targeted to a mature audience consisting of adults and teens over the age of 17. The game will feature the player going through the MCRD (Marine Corps Recruit Depot) and eventually becoming a full fledged "Devil Dog". We plan on having extensive training courses and a simulation of the Crucible. We also plan on having a punishment system where it involves a long cutscene of a Drill Instructor punishing the player. This Cut Scene cannot be skipped and will take anywhere from 2 to 5 minutes to pass. Not only will it punish the on screen player but it will punish the actual person sitting there. Every time they skrew up they will get the same cut scene and it will not only become repetitous, but it will take time away from the player's game time. We also plan on making every detail as real as possible. Such as ballistics. We plan on giving the player a variety of differen't ammunition. For the M-16A3 assault rifle we plan on providing all ammunition that is normally available to a soldier in the Corps. (Eg Green tip, Dummy rounds, Ball, WP) We will incorporate a system were rounds will go through objects (Walls, humans, trucks) We plan on implementing gravity so the bullet will drop with range and the wind will affect the round as well. Also, when the bullet passes its nominal range it will then go sub-sonic and literally shoot off in another direction. Also, we plan on making the rounds defelect of objects depending on there angle of attacka to the object. (Eg round hitting concrete, hard dirt, water, ect. ect.) There will be no health meter for the individual soldier. Just a hit box system where depending on where your hit you will either die or be injured which will effect the way you move, aim, see, or even stand. When this happens a medic can be called. Also, blood will spout out and require field patching to stop bleeding. Not only will this kill you from loss of blood but will also mark a trail that potential enemies will folow (Later campaigns, training, multiplayer) Also, will be the use of vehicles (Tanks, Planes, Jeeps, Trucks, APCs, IFVs) Finally, we'll have a rank system that will be also realistic. Don't expect to have a bunch of Generals running around killing eachother. Depending on how well a grunt (player) may do throughout their training they can go up in rank from Private to Lance Corporal. Anything higher will be achieved via campaigns after training or Multi Player. Engines: Currently we are looking at the use of these engines. Novalogic's DF:LW Bohemian Interactive Studio's Operation Flashpoint Engine ID's Quake 3 Engine Garage Games.com's V12 Engine Jobs Needed: 3D Artist 2D Artist Lead Programmer Programmers Lead Artist Public Relations