
Project Merc
2022
Game Description
Merc is an Arcade First Person Shooter game demo made by myself, Ron Dice, Dylan Avellaneda and Nick Vantil. We started with the FPS template created by Stump Games. Me and the team have worked to create our own multiplayer connection, new maps, new weapon models, an influential spawn system, scripting more game modes and more!
Team Members Work on Game
Rocco Jelsomeno: Project Manager, Level Designer, Scripting Spawn Logic, and assisting Multiplayer Lead.
Ron Dice: Tech Artist, Multiplayer Lead, Animator, UI Functionality, and Pistol Modeler. https://www.r3dstudios.com/
Nick Vantil: Lead Environment Artist, Sniper Modeler and UI Art. https://nickvantil.com/
Dylan Avellaneda: Lead Weapon Modeler, Playtest Organizer and assisting Level Designer. https://www.dylanavellaneda.art/
The Maps
There are currently 3 maps designed for the game Merc at the moment with more in the works. Those 3 Maps are the following:
Sunlight Museum: The 3rd map I designed revolves around the center of the museum and controlling that focal point since most of the map flows through that area. If you click on the image to the right you can learn more about my design process for designing the map.
Hallowed Grounds: The 2nd map designed for the game revolves around the and old church and school ground. With long line of sights on the outside for snipers and rifles and close quarters action inside for the SMG players to run and gun. You can learn more about the map by clicking on image below.
Parks and Docks: This was the first map I designed for the game. Is a 3 lane map that is divided by the docking and crates pf the port and the small park and businesses. You can learn more about the map and its design process on its own page by clicking on the image.
Multiplayer
The multiplayer was set up use Unreal Engines Epic Online Services and Advanced Sessions plug ins that are available in the engine. This was set up by are team member Ron Dice with assistance from myself Rocco Jelsomeno when help was needed. This is a client to host based connection for the multiplayer. So no dedicated servers are used with the online networking
Influential Spawn System
Since are main game mode at the moment is Conquest. We had to design spawn logic for the FPS template to work better for the gameplay. We were trying to do our best to prevent easy spawn trapping. So after doing some research I was able, using Unreal Engine blueprints to create an influential spawn logic. The influences used to give players a better spawn revolve around proximity to ally teammates, proximity to enemies, dead player influences and available spawn points on the map. This all works to try and find the best available respawn point for the players when they respawn
Phoenix SMG
The first of the 4 weapons in the game at the moment is the Phoenix SMG. Modeled by Dylan Avellaneda. It is a fast rate of fire SMG that is deadly at close ranges but do to its hire recoil is more difficult to handle at longer distances. It fits the play style of players who like to run and gun, playing a faster style of gameplay.
Bulldog Rifle
The second of the 4 weapons in the game at the moment is the Bulldog Rifle. Modeled by Dylan Avellaneda. It is a steady red dot rifle with reliable recoil. Good gun to use at mid distance to long range gun fight. It fits the play style of players who like to hold a lane on the map or sit on a head glitch. The red dot allows for precision shooting when needed
B50 Snipe Rifle
The third of the 4 weapons in the game at the moment is the B50 Sniper Rifle. Modeled by Nick Vantil. It is your hard hitting sniper rifle that will allow players to gold down the longest line of sights on the map. Although it is a semi-auto sniper, the high recoil will ask players to be more accurate with their first shot. If they do need to use the weapon up close, its hip fire can be accurate as well.
PPK Pistol
The last of the 4 weapons in the game at the moment is the PPK Pistol. Modeled by Ron Dice. This is your reliable, silent but deadly side arm. It is a precise enough to hit headshots with it but not to strong that you always want to use it.