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Third-Person-Stealth-Assassin Game for mobile. Think Kill Bill mixed with Bambie's Storyline, & Metal Gear Solid game mechanics Read more

Seattle, WA Mobile Games
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This project was successfully funded on July 28, 2014.

Third-Person-Stealth-Assassin Game for mobile. Think Kill Bill mixed with Bambie's Storyline, & Metal Gear Solid game mechanics

Seattle, WA Mobile Games
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About this project

 

 DEMO APP AVAILABLE FOR FREE. NO ADS. NO IAPs.

iOS: https://itunes.apple.com/us/app/redneck-assassin/id885297835?mt=8

--- only compatible with iPhone 4S and above. iOS 6.0 & above ---

Android: https://play.google.com/store/apps/details?id=com.bloodshotgames.RNA

 Redneck Assassin is your classic “left-for-dead” assassin’s tail of venison vengeance. You play as Hirsch Deer who has had everything he held deer in life, destroyed. Shot down in the woods one day, found barely alive by the legendary BigFoot, Hirsch is taken back to his cave. After awakening from being comatose for years, Bigfoot tells Hirsch he will train him in the ways of assassination so that he may get his revenge. The enemies have guns, Hirsch (you) have a bow n’ arrow. You must stay hidden, observe the enemies movements, & strike when the timing is right.

WIP Pre-alpha Opening Cinematic : 

 


 This is a stealth game for mobile (touchscreen platfoms.***Stretch Goals for controller/keyboard platforms***). Metal Gear Solid, Hitman, Thief, Deus Ex are games I would be happy to compare Redneck Assassin's game play mechanics to. Hiding, sneak walking, snipering from a distance gives the player the advantage. While powerful weapons, alerts to nearby units, smart A.I. pathfinding seeking, & bear traps are some of the challenges that the player must overcome.

The game balance design has been done to allow the player many ways of successfully completing the level.

1) Shoot everybody

2) Melee everybody quietly from behind.

3) Go all-in-commando style (highly ill-advised)

4) Sneak around the AI without any combat

5) Any mixture of the above


You CAN NOT run & shoot at the same time.  You must find a good location to “postUp” in, then lock N load your bow.  To draw (arm/pull the string) your bow, you must drag your finger to emulate pulling of the string & lift off the screen to fire. You aim the cross hairs with your other hand/finger.  Again, after two-minutes of learning, it becomes really intuitive. Don’t take my word for it, try the demo!  ***The demo is still (very much) WIP*** 

iOS: https://itunes.apple.com/us/app/redneck-assassin/id885297835?mt=8 

--- only compatible with iPhone 4S and above. iOS 6.0 & above ---

Android: https://play.google.com/store/apps/details?id=com.bloodshotgames.RNA

(During gameplay in the options menu you can turn the music or sound fX volume up or down. As well as adjust the sensitivity of the Joystick Aim and Camera Movement)

 

I fully intend to have Redneck Assassin ready by Jan 2015, but with video game development there are ALWAYS unforeseen delays, I'm giving myself a buffer zone and promise shipping by March 2015.

 There are five levels for this first chapter of Redneck Assassin (3 chapter have been written). Each level is a stretch goal shown further below on the page.  


Level 1) The Cave: The rednecks raid BigFoots sanctuary, use your training to get out alive.
 
Redneck Assassin shipped with just level one: the cave. Upon initial release On iOS & Droid. Each level will have five stages. (ie Lv 1 Stage 1, Lv 1 Stage 2, Lv2Stg3,… etc) **Other levels and stages will be DLC Content. and will be included with your donation (purchase) in future updates**

---This goal is more about emotionally supporting the project and motivating the developer to not let the fans/community down. I’m going to finish this game, this is your chance to share in the development stages of it---

 

Level 2) The Canyon: Survived the dark cave, now it's time to hide in the outside brightly lite canyon walls and rocks.

Redneck Assassin shipped with two levels. Levels one: the cave and two: the canyon. Upon initial release on iOS & Droid. **Other levels and stages will be DLC Content. and will be included with your donation (purchase) in future updates**  

---This goals funding will be used to pay for BloodShot Games LLC small business overhead ($300per/month, for office space+utilities) till Jan 2015, to stop my bank account from going into the red---

 

Level 3) The Farm: Tired of being on the defense, time to take the fight to where the enemies are.
Redneck Assassin shipped with three levels. Levels one:the cave, two: the canyon, and three: the farm. (15stages playable upon release) **Other levels and stagse will be DLC Content. and will be included with your donation (purchase) in future updates**

 

Level 4) The Trailer Park: They know you're coming, the enemy is prepared, and lots of large groups. But learn some new tricks, like shoot propane tanks to hurt an whole group.
Redneck Assassin shipped with four levels. Levels one:the cave, two: the canyon, three: the farm, and four: the trailer park. (20 stages. Playable upon release) **Other levels and stages will be DLC Content. and will be included with your donation (purchase) in future updates** ---This goals funding will be used to pay for me to COMPLETELY clear my freelance schedule and focus on Redneck Assassin fullTime Hours once again---

 

Redneck Assassin shipped with four levels. Levels one:the cave, two: the canyon, three: the farm, and four: the trailer park. (20 stages. Playable upon release) plus in addition to mobile platforms. Controller support for MOGA & OUYA platform.

 

Redneck Assassin will ship with four levels + BigFoot Campsite Bonus Level with BigFoot as a playable character

  BigFoot in the forest, raiding redneck campsites.

 


Level 5) The Bar in the Woods, owned by "The Boss." This is the three act epic finale of this chapter of Redneck Assassin

 

 

 PC/Mac/Linux release. Money will go toward time and labor in the art department for Graphics Overhaul UPGRADE(a lot more geometry), more complex level design (multiple elevations, climbing, crawl space…etc) , better particles, complex shaders, & lighting. You know, all those things making it more badass, worthy of the PC platform. This money increase will also allow me to hire additional help on the project.

 

 Multiplayer (LOCAL CO-OP multi-player ***NOT MMO!!!!***) Hirsch & BigFoot playable at the same time!!! Take on the RedNecks with a friend.

 

If past this point I will reveal more stretch goals. I have alot more thought out, but i don't want to get to far ahead of myself. Basic stretch goals past this well be more features/mechanics to add more depth to the gameplay. PowerUps, shooting Variations, sideQuests, …etc…. and yes, at some point I will talk about my plans for consoles.

There are two hero’s in this game: One Hirsch Deer And Hirsch’s Sensi, BigFoot (***playable character stretch goal***) There are 4 NPC bad guys.

The Redneck--- Shoots anything that alerts him. Shotgun blasts at close range.

The Hunter--- Can shoot from long distances. Has over powered Big Hunting Rifle.

WhiteTrash Honky---Mullet Sportin, Hole’s in cloths wearing, handle bar mustache biker face. This guy likes to blow things up, so he carries around a rocket launcher.

CrossBow Rick--- Paranoid War Vet dresses in Camo, hides in the bushes. CrossBow is silent and deadly

There is also a dog that won’t attack you but he is a siren that alerts the enemies. As well as bear traps not to step on and other environmental hazards to Hirsch’s health.

The Grand Finale Character is: The Redneck Boss. This guy like big guns, & malatov cocktails.

 This is a mobile project (stretch goals for other platforms/controls). The UI has been designed to give AS MUCH screen space as possible & not fill up the limited space with HUD graphics. The originality of Redneck Assassin UI is the near elimination of the “virtual gamepad.” There is only ever one button in the bottom right corner that you need to push. The virtual Joystick(s) are dynamic meaning where you touch your finger on the screen is the center of you joystick. This means, that once you know the movement controls, you DON’T have to take your eyes off the gameplay to look to see if you are hitting the correct spot for the button.


 Besides the genre specific games mechanics in stealth category, the overall tone of Redneck Assassin would be an over-the-top-grindhouse-cheesy-one-liner-entertainment-overload-style. Redneck Assassin is a tail told in a deadpan comical violent badass style. If you like Robert Rodriguez, & Quentin Tarantino, films.  Stephen Wright deadpan comedy.  And are a fan of the Borderlands, Postal, Redneck Rampage, Duke Nukem, and Deer Avenger Franchises, this games' style should be right up your alley.

 

 BloodShot Games started production on Redneck Assassin in May 2013. I have personally funded the entire project from my savings up to this point. I got every iOS device, iMac, Windows Comp and Commercial licenses for Adobe Suites Softwares, 3dsMax, and Unity Pro+Unity iOS+ Unity android.I hired (and actually paid a salary to) freelance game dev friends. BloodShot Games contracted a 3d artist (Tom Timothy) for three months and a programmer (Tristan Sciender) for two months. As well as hired freelance concept artisit (Tien Chi) and freelance sound composer (Brad Hawkins), and rented office space. For financial reasons I have not been able to renew anyones contract and have been carrying the development of Redneck Assassin on my own since, Sept 2013

 
 95% of optimized 3d Art and models


100% Concepts Art

100% of 3d rigged and Animated Characters

90% UI/Graphics

60% of Programming

40% Level Design

20% 3d Animated Cinematic(s)

100% Storyboard for cinematics

 5% Art --- little prop asset(s) that I think of here and there.

10% UI/Graphics --- Just need some various pixel artifact clean up on various images

40% Polishing AI Code, UI menu interface polish, Boss Level

60%  Level Design --- I have the basic layout for all 5 levels and art assets for them.  It just takes time QA playtesting, and changing layouts according to feedback via testers. 

80% 3d Animated Cinematics --- I need to polish (redo better) the opening cinematic, 4 additional 5-15 cutscenes inbetween levels.

100% FINISH AND SHIP REDNECK ASSASSIN to the iOS & Android markets.

Ive been working on this full-time for almost a year now. 

 However, the usual Kickstarter cliche, is now BloodShot Games, me Clay, am completely Broke!!  I need the kickstarter communities help to finish the project and ship the game to market, as POLISHED as possible. I promise: you, everyone that has worked on the project, my wife and myself, “I WILL FINSIH AND SHIP THIS GAME!”  I’m now at the point I would just like to get the communities input on how much funding would/can be available (via crowdsourcing) to make this game, “be all that it can be.”  It has been a very long development journey up to this point, but like any good game developer, I want it to be perfect, and it’s still a longs ways away from that.  I already have all the expensive commercial licenses, and office space.  With a little bite of funding, I can (once again) give the project the time & attention it deserves.  With addition of the community involved feedback, I know that we can all make Redneck Assassin be the best funniest most entertaining indie video game that it can be.

Thank you for reading all the way to the bottom.  You RULE!! Spread the word on this projects awesomeness to all your friends.  THANK YOU!!!

Risks and challenges

With all game development there are unForseen challenges and possible delays. I can only promise you (the community) to be as transparent as possible, & to always keep the community of backers informed on the process as milestones are meet and what is going on with the games development. I have tried my best to already budget in delay times in the development.

Learn about accountability on Kickstarter

FAQ

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Funding period

- (35 days)