ENEMY - Red Wolf
Character asset acquired from the Unreal Engine Store
NARRATIVE & THEMES FEATURES and DESIGN
The Red Wolves are a mercenary band specialised in frontline enforcement and security deployments.
They are tough, relentless and heavily equipped. They have received extensive treatments that inhibits the regions of the brain that register fear. While the troop spends time using engagement tactics that include their own safety and cover, Red Wolves directly and frontally engage the enemy. They are excellent at pressuring and distracting the enemy, highly skilled and equipped to hunt the enemy out of cover and push it in the open.
The are equipped with plasma blasters and modified KM exoskeletons.
The KM exoskeletons have been reinforced with synthetic ceramics to make them tougher and they are equipped with an energy reactor that activates and projects dense particle fields around the combatant. The reactor is connected to pressure nano sensors underneath the exoskeleton plating and activates when the sensors register impacts caused by force inputs due to high propulsions. The particle field is ionically charged and effectively encases the combatant for a short period of time into an energy shell that mimics the surface of water and absorbs impacts. After a set period of time, the reactor ends the projection and enters a short period of cooldown before being ready again.
GAMEPLAY FEATURES and DESIGN
DESIGN INTENT
Red Wolves are the heavy infantry units of the enemy forces.
They are designed to close the range between the player and danger, and their intent is to get into the face of the player and antagonize it.
Their high damage, fast movement speed, persistant nature and large defence puts pressure on the player to prioritize them before any other units.
AI BEHAVIOUR
Red Wolves are focused, direct and single minded.
They will pursue the player on sight and will actively try to close the distance gap.
If the player gets out of sight, the Red Wolf will come to look for the player based on the last location where the player was seen before getting out of sight.
AI ABILITIES
Medium (in relation to player values)Health
Medium Sight Range
Medium Firing Range
Medium Damage
Medium Fire Spread
Medium Fire Rate
Medium Movement Speed
Special Abilities :
- PARTICLE FIELD PROJECTOR : As long as the projector is not on cooldown and as soon as the Red Wolf is damaged, a shield will be generated around the Red Wolf that will absorb projectiles, damage and impacts up to a certain amount, or it will persist untill the projector will enter cooldown. The shield absorbs all damage, and can endure even mine blasts.
Whenever the shield has absorbed enough damage or expires its lifetime, it will enter into a brief cooldown and it will be ready to be activated again within a relative short time.
All 3D assets have been purchased as assets packages from the Unreal Marketplace, alongside several textures, particle effects, sound effects and soundtrack
Several sound effects have been borrowed from Freesound.org