EVIL SUITCASE 4
ROL
Independiente
DESCRIPCIÓN
Juego shooter en tercera persona de control de hordas. Fuertemente inspirado en Resident Evil 4 y su maldita maleta, la que será una de tus principales acompañantes en este juego, pero también uno de tus principales enemigos...
Da lo mejor de ti para sobrevivir!
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Sistemas Implementados


All weapons are script based, defining audios to be used, damage, crosshair images, recoil, clip capacities, attack rate, etc.

Check the durability of your melee weapons, the bullets in your gun's clip and how much ammo you have left in store.

No need to go to your inventory and pause your experience while fighting hordes of zombies.


All the instancing is done when starting the game, so spawning enemies won't affect performance.

Also when surpassing certain force threshold, enemies will enter in Ragdoll Mode and then after a few seconds stand up again.


Items use a 2D space, we can rotate and use all functions from our different items while having to make space for future reward items.
A simple heuristic for adding new items and auto sorting the inventory was developed.

Different items have different options and descriptions, which will be shown when hovering over.

Everything is set between ranges, so we give each round randomness to make each run a different challenge.

Use your time wisely to equip yourself the best you can, so you can survive... at least a bit longer.

This is used to give more tension and unexpectedness to the run, so we can have all runs be different challenges.

Also when in critical health, a different and heavier post processing will be used to give the player even more tension.

Different play modes could be added to this section too, such as infinite ammo, only melee weapons, etc.



All weapons are script based, defining audios to be used, damage, crosshair images, recoil, clip capacities, attack rate, etc.

Check the durability of your melee weapons, the bullets in your gun's clip and how much ammo you have left in store.

No need to go to your inventory and pause your experience while fighting hordes of zombies.


All the instancing is done when starting the game, so spawning enemies won't affect performance.

Also when surpassing certain force threshold, enemies will enter in Ragdoll Mode and then after a few seconds stand up again.


Items use a 2D space, we can rotate and use all functions from our different items while having to make space for future reward items.
A simple heuristic for adding new items and auto sorting the inventory was developed.

Different items have different options and descriptions, which will be shown when hovering over.

Everything is set between ranges, so we give each round randomness to make each run a different challenge.

Use your time wisely to equip yourself the best you can, so you can survive... at least a bit longer.

This is used to give more tension and unexpectedness to the run, so we can have all runs be different challenges.

Also when in critical health, a different and heavier post processing will be used to give the player even more tension.

Different play modes could be added to this section too, such as infinite ammo, only melee weapons, etc.

Diseño
01
Creando Tension:
Crear tensión fue uno de los principales objetivos de este proyecto, para lograrlo y permitir a nuestros usuarios experimentar esta sensación en el juego, prestamos suma atención a dichos detalles e implementamos lo siguiente:
02
Rejugabilidad
Buscar la rejugabilidad de los juegos es una meta que vemos actualmente en múltiples entregas.
Haciendo que todas las recompenzas, enemigos, daño, sonidos sean aleatorios creamos experiencias irrepetibles, entregando así más capacidad de rejugabilidad.
Efectos de Sonido Extraños y Aleatorios
Los efectos de sonido se escogen al azar dentro de una lista de posibles audios, así dando más realismo y generando incertidumbre.








