Rampage M is an oldschool style, top-down shooter with some puzzle gameplay added. It which focuses primarily on singleplayer and cooperative multiplayer, the gameplay will be fast paced and requires the player to make tactical decisions during the game.
The story takes place on Mercury in a distant future where space travel within our solar system is as common as airplanes are today. Mercury has been colonized mainly by mining corporations which are mining for its metal and minerals. Most of the buildings are underground, because the temperatures at the surface are extreme. One day, the miners discover an unknown type of metal deep underground and they attempt to drill through it, with no success. Special drilling heads are made on Earth and shipped to Mercury, but just before they arrive they lose contact with the landing site on Mercury.
In the beginning of the game, the player finds that aliens occupied Mercury long before humans did, but the aliens live inside the planet core within a metal hull around their cities to hide their precense from our scanners. Apparently these are the aliens that have been abducting humans for centuries and performed tortuous experiments on humans.
We want an oldschool gameplay and a dark sinister atmosphere. The aliens will have basic AI and the game will not focus on aiming skills to get them killed. There will be puzzles to solve, civillians to rescue and a lot of weapons to shoot with. The game engine will change the locations and amount of aliens depending on the number of players in cooperative multiplayer, so that it still requires effort to play through the game together. We also have special armor, shields and damages in various types which introduces a more strategic puzzle element throughout the game.
The game engine is proprietary software written by Pascal van der Heiden and this is an ongoing process. We currently focus on big wins first and leave all polishing for later. The game runs on Microsoft Windows XP and newer. We already have a good base engine to work with, but the special effects (particles) and sounds are yet to be made. The video on the left shows one of our editing tools and the physics in game for which we currently use the Bullet Physics implementation.