Vengeance (Interactive Shooter Dark Ride)

Something I started a while back but was left to gather dust due to lack of motivation. However, I clearly have nothing better to do during lockdown so...game face on. I'll be finishing what I started. ;)

Vengeance is to be a Western themed interactive shooter, themed around a town that's become overrun by outlaws (a story that ties in with my neighbouring mine train coaster, Spectre 1852). With the sheriff of Shrieking Mesa hellbent on chasing down the mob's leader into the goldmines (where Spectre 1852's story just about comes in), us townsfolk (and passers-by) are now required to arm ourselves and bring these varmints to justice!

I'm currently working away at adding theming to the interior and once that's done, I'll move onto lighting and eventually triggers and targets (and hell am I looking forward to that one... :rolleyes:). For now though, here are some pictures of the exterior, as so far, this is the most complete part of the attraction. This utilizes an existing building that's been here since I started building my park a few years back, requring only the back side to be opened up and the show building attached, as well as extending a small chunk out to mark the ride entrance. The themed building houses the station and some of the queue.
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The left side of the building I'm finding a bit questionable, as due to lack of space, I'm restricted to a 2D facade in order to hide the show building. I'll try to add extra details here and there to layer it up a little. :)
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I'll have some interior shots once it's detailed enough and lighting's been installed but I'll update this thread as soon as I'm at that stage. :)
 
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Station is now complete and work has begun on the rest of the ride. Trying to get both scenery and lighting done simultaneously wherever I can to save time.

Also, as this is the first dark ride I'm building without covering the building with terrain, I've started covering the inner walls and ceiling with black panels in order to prevent the moonlight from revealing anything and it seems to be going down well. :)
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Some brief shots of the interior while it's being worked on. In the second picture, the cars will be facing inwards as they encircle a pile of crates with some outlaws returning fire. These crates will have targets appearing on various sides of the pile.
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Made a lot of progress today, many scenes are now either complete or pending a few extra details. Audio has also been perfected, utilising the Western Town and Western Town Showdown ambient tracks to really give a sense of ongoing chaos as the battle rages around you. The main addition for today however was targets.

There are three types of targets found throughout the ride:

RED: Very common, worth 25 points per hit, reactivates very briefly after hit, often found in batches.
GREEN: Common, worth 50 points per hit, also reactivates shortly after hit. These are commonly found alongside red targets to widen the range of points.
GOLD: Rare, worth 100 points per hit, does not reset. These are typically found near "enemy" targets (ie. outlaws) and can even trigger animated effects.

This is the ride as it stands so far. Upon leaving the station, three red targets immediately come into view as a brief "trial" round
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Turning a corner, a hatch swings open to reveal a bandit on the other side who opens fire. However, there's dynamite under the hatch. Defeat the bandit by hitting the gold target for explosive results!
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The vehicle continues to meander through the tight alleys as more scattered targets come into view. Time to rack up those points!
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We emerge into an open courtyard as a large mob of bandits reign havoc from the center, with a lone cowboy (a protagonist) exchanging gunfire with the mob. Encircling the bandits, we now join the fray. A second gold target eventually comes into view on the rear side of the crate pile and hitting it causes a cowardly outlaw to duck for cover. Dance, varmint, dance!!
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Escaping the gauntlet, a gunshot from the rear hits our vehicle which spins out of control. Another defender comes into view who's fighting back against the outlaw onslaught (which is actually a cameo from Marvolo Banks, the main protagonist found on my horror attraction, Cursed Tomb), and another gold target appears, this time on a discarded boiler. Hitting this causes the boiler to overheat and explode.
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Discovering the town saloon, more trouble comes our way as we find it's been taken over by none other than the Blackjack mob, dressed in casino-worthy outfits. This scene's a work in progress as you can tell, more details will follow.
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Escaping the brawl in the saloon, we head to the outskirts of town where an entrance to an abandoned goldmine appears. Have we rounded up all the criminals to this spot? Or is this a well laid out trap?
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This is also as far as I've reached with development so far so the rest of the attraction will be covered in the next update. :)
 
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Following on from the last update, the mine entrance has had animatronics and targets added, as well as some general rearrangement of rockwork and lighting. :)
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Entering the mine, we discover some untouched riches. In this case, target values have been inverted for this moment only! Gold targets now line the tunnel walls, giving opportunity of a mass buildup of points. Turning a corner however, we find that this is an ambush. Two outlaws have spotted us and have called for backup...
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A pair of doors swing open to reveal a gigantic cavern filled with one final mob of bandits, all fighting back furiously. Barrels and crates of explosives litter the cavern, supposedly intended by the outlaws to raid the mine of its gold for themselves. A small group of bandits are stood in the corner firing away, with a gold target above them. Hitting this triggers a small explosion and deactivates the lantern, defeating that group only. However, continuing on around the corner, an even bigger gold target appears which appears to be hooked up to the explosives, and while I originally intended this to partly be a massive score bonus, which sadly can't be done as 100 is the maximum...this also plays a pretty important role in what's to follow.
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That's right. Vengeance has two different endings. ;)

Good Ending (Target Hit):
A successful hit on this target triggers a huge explosion in the mine, causing the cavern to collapse as we spin out of control. Moments later, we escape the cavern and find ourselves back in the town of Shrieking Mesa. Confetti rains down onto us as the townsfolk serenade us victoriously.

A feature which I'm yet to add in but haven't got right just yet, we then pass a jail, containing none other than the leaders of all four mobs encountered on our adventure. This will utilize a billboard playing a video which gives the illusion of the bandits inside the cell. The sheriff tips his hat in farewell as we head back to the station.


Bad Ending (Target Missed/Ignored):
Missing the target simply doesn't trigger the animated effects mentioned above. We pass through town while the townsfolk watch on (in disappointment ;)). The jail cell also appears to be empty (the billboard being switched off), meaning the outlaws are still on the loose. Hopefully the next group will do the job right. ;)
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Other changes and additions include a more eye-catching entrance sign and also a new facade constructed around the right hand side of the show building. :)
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Joël

Volunteer Moderator
Wow, very impressive work, CaptainKerfuffle! I like what you're working on and look forward to ride Vengeance once it is ready. :)
 
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