
RED DEAD REVENGE

My Role
Core Mechanics | Combat Design
Level Design | Player Progression | Enemy System
Cinematics | Game Balancing
Wild West Duel
13 to 25 yrs old
PvP Online Shooter
Unity / C++
8 weeks - Vertical Slice
Terra App - Android / iOS
Overview
A fast-paced third-person 1v1 dueling game which is set in a stylized Wild West world with a modern twist. Players engage in intense, short-duration combat matches which emphasizes quick reflexes, precise timing and tactical movement.
Game Highlights
Combat Mechanics
Core Loop
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Health-based dueling system
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Critical Hit Points
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Head
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Body
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Legs
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Manual or automatic reloading
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Dodge to evade incoming fire
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Auto Tactical cover system
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Round System (Best of 3)

D0 Release - Focusing more on core loop rather than full meta. (Vertical Slice)
Game Flow

Controller Specs
Movement & Camera Pan:
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Left analog stick to control movement.
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Strafe Movement - Always aimmed front
Critical Hits:
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4 critical points - Head, Chest, 2Legs.
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Heavy damage on successful critical hits.
Auto Cover System:
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Automatically crouches near mid height covers.
Dodge Roll:
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Gives Invinciblity frames while dodge.
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Cooldown on Dodge button to avoid dodge spamming.
Perfect Reload System:
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Normal reload time is very slow.
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Tap on reload button again at perfect spot to reload quickly.
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Complementory mechanic in gameplay

The game is inspired from Guns at dawn: Arena Mobile game, but we brought the novelty by changing the controller more towards competitive shooting experience rather than having precise shooting mechanic.
Level Design
Close Combat Zone:
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Central sunken arena designed for high speed chases and close-range battles.
Strategic Cover Areas:
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Ramp corners for height advantage, outer rim for ranged attacks, and scrap towers as hazard or loot zones.
Intended Playstyle:
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Encourages aggressive Hide & Seek Behaviour
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Designed for both short-range & Mid-range gunners.
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Perfect for fast-paced Batte.

Bot Behaviour Design
Bot Behavior:
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AI opponent with dynamic difficulty scaling.
Behavioral patterns:
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Hide and Seek core behaviour
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Defensive bots avoid direct conflict, focusing on survival.
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Adaptive strategies based on player performance.
Behavior Tree:
Progression / Difficulty

D0 Release - Focusing more on core loop rather than full meta. (Vertical Slice)
Rank League System:
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Rank up and join the upper league
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Compete against other players.
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League based leaderboard
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Game gets progressively difficult as you rank up.
Adaptive Difficulty:
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Bot enemies gets difficult based on your match history (Adaptive)
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Based on K/D Ratio range, the difficulty of bot is decided.
Multiplayer UX




