Story:
Start you career in action movies as Hollywood's newest action star! Pick your costumes, weapons and equipment and unlock more as you progress through your career by building fame and reaping its fortune. Film epic action sequences in exotic locals against a seemingly never-ending stream of bad guys. But watch out, your director likes to improvise on the set and may throw new challenges and goals to up the ante and make your scene the most over-the-top and over budget action sequence ever put to film. If you survive to the end you just might reap the rewards...
Gameplay:
Killing, My Friend is a first person 4 player co-op that's sort of a mash-up between Left 4 Dead, Mass Effect 3's multiplayer and Action Half-Life with some new ideas and new gameplay elements thrown in. The core gameplay is a traditional FPS with a stunt system that can be chained together to create combos. Performing stunts like diving, sliding, wall running and rolling improve your performance and your survivability and multiplies your score. The more stunts chained together while killing enemies, the bigger the multiplier to the score. The higher the score, the more special powers or weapons the player can unlock.
Killing, My Friend's weapon design focus on the player’s personal style. Just like an action movie in which a director chooses the hero's weapon based more on look or style rather than functionality, weapons in Killing, My Friend are treated more like archetypes. The weapons, while all tropes of traditional FPS's, are class based. The large roster of specific weapons seen in other FPS's, is replaced weapon classes like Dual Pistols, Sub-Machine Guns, Shotguns or Assault Rifles, with the goal that whatever load-out the player chooses it will be balanced against any other set of choices. Leaving the player to figure out what load-out fits their gameplay style best instead of which weapon is best. The weapon customizations are only cosmetic but offer a wide variety of choices of looks or weapon models to choose from to help enhance the player's personal style.
The team:
Hard-Boiled Software is a start-up game devolvement company made of up mod developers with experience stretching back over 15 years, including the minds behind the successful mod Action Half-Life.
Howdy,
Just wanted to make ourselves and our game known because, as they say, it's never too early to start. We are just getting into the development phase using the Unreal Engine 4 after a somewhat lengthy pre-production and are moving along at a nice clip. We're excited to finally get going and have something to share, even if it's just a trickle of information at this point. We'll be updating our Dev Log here and on web page with different info so please check it out. There's more info up on our web page about the game design as well.
Thanks for checking it out. Glad to hear any and all feedback as we move ahead with development.
Thanks,
Dwayne Douglass