Crash in Raccoon City (working title)
A solo Resident Evil 2 mashup: you play Leon's campaign as Crash Bandicoot from Crash Bandicoot N. Sane Trilogy. Spin and stomp through the outbreak, smash item boxes open as Crash crates, grab Aku Aku masks as temporary shields, and hear Crash's sounds and music in the police station.
Melty setup (unverified, from the brief)
- Host (role "primary"): Resident Evil 2, installed via REFramework (Melty installs it itself)
- Companion (role "companion"): Crash Bandicoot N. Sane Trilogy. Its real models, sounds and music are read from the player's own install at runtime. None of its content is shipped in the upload.
- Single player. No multiplayer block.
First playable scope
Opening street + police station up to the first save room:
- Crash model and spin/stomp/jump (no guns)
- Item boxes and pickups become crates (never story-critical items)
- Zombies/Lickers drop Wumpa fruit
- Aku Aku mask shields
- Crash sounds, and music in the police station
Design sheets (design/*.json)
games, player, crates, enemies, shields, audio, hooks. Every null is an unfilled cell and every verified: false is unchecked.
Not done yet (could not be done from the planning session)
- Melty lookups (game_info, search_mashups, list_my_mods) were blocked by network policy.
- Neither game is reachable from this workspace, so engine/file formats, hook targets and Crash's slug are unverified.
- No build, no test, no screenshot, no listing, nothing published.
Preflight to run on the PC before the first build
- Fill every null cell by inspecting the installed games.
- Confirm Crash's custom- slug via search_games and its asset formats.
- Resolve every sheet reference (crates -> hooks -> audio).
- Decide the asset path: runtime conversion of Crash assets vs a native plugin. This is the main risk.
- Then build, test in game, capture a real screenshot, run inspect_package / validate_recipe / one_click_check, and publish.