Sorry to break it for you, but this will not work out if it's done the way it is now.
While fandom and dedication is necessary for a franchise to be revived/kept alive, what you need more is
professionalism. If a game created by the fan(s) won't be professional, no one will like it and/or appreciate the effort you've done. And while you do show a lot of will, there's really no sight of professionalism at your doings, no offense.
Let me start with the most obvious thing. You're
15. I'm not saying that 15 year olds can't pull out professional stuff, but we're talking about a franchise. Dead and short-lived franchise, but it is
still a franchise. To continue a franchise, one needs to have a lot of knowledge about the franchise and its past. The "story" you've made a few pages back shows that you lack some of the most basic information, to be honest.
I actually took the pain (sorry, but the text formatting, or lack thereof, is ridiculous) to read the chapters thoroughly, and not only the writing style is not
exactly the best, but this story just sounds as non-canon as JJA's. (At this point, I'm assuming you do know what JJA is and how it turned out to be.)
Another thing is that we don't know anything about what
can you do. This thread has 7 pages as I'm writing this. By that time (which is about two months), you should have some really basic stuff lined out:
1. At least a basic scenario for the game
You make a story out of a scenario when the scenario is all finalized. A scenario is a better way to go because it's much more faster to take together and can be easily adjusted overall (unless you're doing some heavy plot redoings). Starting with the story is what most inexperienced (again, no offense) designers do. That's a way wrong approach, for it takes a lot of time which should be spend on other, more important things first.
2. Some first basic gameplay concepts
I don't think I've seen anything else gameplay related other than your idea of bringing melee fights. People however have expressed that such a concept wouldn't work in a 3D game (Radium rose a very valid point here). The problem is, even if you would magically make 3D melee entertaining, then
it wouldn't fit into the game. Jazz has always been about
big, destructive guns, not sword fights. The pace of the Jazz games comes partially from the weapons, and adding melee fights (especially in early phases of the game) would slow down the game a lot.
I recall that someone from the JJ2 dev team (Arjan?) commented Captain Claw (which was during development at the same time)'s multiplayer: "sword games aren't too fun, even with 64 people". Which just means that the dev team didn't like the idea of melee (which probably caused the Tweedle boss to be canned).
Which also leads us to the point that there no real gameplay concepts right now.
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I'll finish this later. I got to go now, and there's many other stuff I have to bring up.