(SHMUP WIP) FUSION: Project Razor

Discussion in 'Game Design' started by Blindminds, Apr 29, 2019.

  1. Blindminds

    Blindminds New Member

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    I have been working on this for about 3 months now getting the game mechanics down and trying to get a finished Proof of Concept/Promo Level developed. I am to a point where I need to start thinking about starting a Kickstarter campaign to get funds to continue development full time. To determine the legitimacy of this, I trying to see if anyone is even interested in what I am developing. Below there is a link to a quick YouTube video I did recording some play testing I was doing. It's not great as I am still pretty early in development and I just quickly threw a random spawn together for testing purposes.



    The game is based on the old school side-scroll space shooter. If able I would like to have different ships, but as of now I may only be able to do the one. It has four slots for weapons systems on the ship and I would like to have a large variety of weapon systems to purchase and equip depending on player preference for the level they are playing. You ship, powered by a Fusion Reactor, runs on Thrust from the reactor. Game mechanics are loosley based on real world numbers including Reactor production of power, mass consumption for thrust along with energy and mass consumptionfor weapons/ammo. As enemies are destroyed, they will drop mass particles which the player can collect via the ships "Mass Condenser", however all other systems are shut down in order to utilize the mass condenser (No thrust or weapons firing). Physics is loosely based on real-world physics in space. Each weapon ill have 3 modes of fire dynamically switchable in game. Some weapon systems such as homing missiles, will switch between some variations of targeting solutions (Weakest Enemis, Closest Enemies Etc) or actual firing modes (Fire one Missile or Fire all Missiles). You must also make sure you collect enough mass to not just maintain fuel for thrust but also mass for Plasma shots, Missiles etc. Equipped with a Rapid Fabricator, your ship is able to re-produce ammo such as missiles and bombs by fabricating them (3D Printing) with varying build speeds. If possible I would also like to include various types of gameplay depending on level, such Top-down, Auto-scrolling, Free-scrolling (Follows Player) and Free-scrolling while allowing player to rotate ship in limited rotation to fire towards background (think side-scroll version of 6DOF without the 6DOF lol).

    There are also 3 "G-Burst" modes which allow the player to perform fast High-G Maneuvers (Based on actual human G tolerances). Burst: which is a steady burst at constant G's depending on Pilots (Multiple Pilots Choosable) G-Tolerance. G-Burst: which is a burst accelerating G's until hitting Max G's and then decelerating at slowest rate tolerable without passing out. Max G-Burst: Accelerating at nearly 200 G's per second (Accelerating at highest G acceleration possible) for approximately .1 sec (Longest tolerable) an then accelerating at fastest rate possible for human tolerance. Max G-Stop Burst: Same as Max G-Burst, but when released ship calculates max G-burst in opposite direction to immediately stop ship in its tacks (Well, as fast as possible). Althouh I have based the game mechanics on real world physics and numbers I am using them as a start and reference for realistic feel of movement. Mechanics will be modified as necessary to maintain highest level of enjoyable gameplay.

    Remmber, this is super early dev so graphics are cheesey place holders as I have spent most of the 3 months figuring out the movement mechanics/mathematics and the weapons systems charging/firing/mass fabrication/mathematics and the DevHUD for debugging purposes.

    I would love to hear your thoughts and to know if anyone or how many are interested in the concepts I am developing.
     
  2. Blindminds

    Blindminds New Member

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    Working on background and level elements.
     
  3. Blindminds

    Blindminds New Member

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    Spent some time working on very simple camera mechanics for a start and will need to tweak for final game. Created a very simple procedural script for spawning rings at random height offsets within limits and spacing rings according to estimated player speed at given distance. Added a timer and information on Player HUD to display current relative velocity (Relative to start velocity, which is approximately 7,600 meters/second at an orbit of 400km above the earth) and Current G-Load as well as G acceleration Rate (When Boosting). I was developing this as a means for testing gameplay mechanics and making adjustments, but I think I very well may end developing this into a simple demo for free download to allow players to get a feel for the movement mechanics and give feedback.

     
  4. Blindminds

    Blindminds New Member

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    Made a quick and dirty level experiment utilizing Epic's Infiltrator Demo Assets to see hwat could be possible in detailed level design

     
  5. Blindminds

    Blindminds New Member

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    Started working on Atmospheric Flight level mechanics and weapons. F16 model used as dummy until I get a change to build a futuristic Jet.
     
  6. Blindminds

    Blindminds New Member

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    Worked on a couple more Atmospheric Weapons - Cluster Bomb and Ground Missile (Which will be homing later on). Also made some tweaks to previous weapons and effects.

    I don't see any comments, wondering if anyone finds this project of interest?

     
  7. TankidiumWar

    TankidiumWar New Member

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    Oh, I love this project, very impressive!
     
  8. Blindminds

    Blindminds New Member

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    Been working on some modeling and concept for the Fusion Atmospheric Fighter. It has been kind of slow going as I decided to use Blendre 2.8, and as great as Blender is and could be, it is EXTREMELY unintuitive....to the point I would almost wonder if the developers have ever used a computer before as the program veers far away from traditional UI shortcuts etc. and behaviors for 3D modeling that I am accustomd too. That a side, after a long hard struggle, I am getting to like it. Esspecially since it's free. I have a few time lapse videos posted of the modeling and creation process. For some reason, even though I do have drawing talent, I don't seem to do concept drawings first. I work straight in 3D and conceptualize there and this is the process you are watching.I am posting 3 videos below in order of creation (from what I can remember). By modeling the missiles and launcher system I was able to use the sizing needed to help me understand the needs of the airframe, and when I got to a point, I then needed to model the landing gear so I could decide how it would all fit in. I still have some details to work out, as for now I have more missiles than what would be storable with the landing gear and in final may try to design a method of keeping the missile quantity with landing gear, although I would prefer to keep the jet the size as it is instead of making it longer or bigger (I plan on having a second versn which will be a fighter/attacker version with dual engines). Some might be thinking I am putting way too much thought into soething that may not seem necessary for a shmup, but to me it's my art style. It HAS to be beleivable and "functional". Esspecially since I would like a super detailed real-tim rendering for when you are choosing weapons and loadout etc. for your ship, and to possibly have a walkthroughable hangar where you can walk around the ships and see them up close and personal. I also hope to build this into a franchise or even larger game where these elements of detail would become important. Anyways, many people don't realize the actual creation process and only see the end results so though some might be interested in seeing my work flow. It is a lo of time (like around 20+ hours for the posted video below) so to make it watchable it is sped up considerably. I tried to slow down parts of interest.

    The last video will be the best to look at if you only watch one video...

    Modeling the missiles and missile launcher. The missile launcher is based on the system used on the F-22 Raptor which "ejects" the missiles from the internal bay. As you you will see in the vid, I found it to be quite larger actual scale, so based on the idea more advanced materials would be available in the future, I slimmed it down to accomodate the size of the Fusion Fighter (FAF-X01 for Fusion Atmospheric Fighter - Experimental version 01). I needed a way to remove and or shrink the fins of the missiles to be able to tightly fit into the internal bay. So based on the concept of materials which take different forms when an electric current is applied, the fins on the missile will expand when launched allowing them to be smaller for internal storage, and to remove the need more mechanical parts, maneuvering is done with thrustvectoring on the missiles. The size of the missile is based on the actual size of an AIM-120 missile, which in game would be a powerful missile for larger targets and I think I will design smaller (half-size) missile for smaller weaker targets and to accomodate twice as many missiles and same number of launchers (2 missiles per launcher).


    The first round of concept design. I originally started modeling this the one method I knew how and after working out an initial idea, I got to the point I discovered sub-d modeling and decided to start over using sub-d with what I had discovered design-wise so far on the concept to start the second round of the concept design. The design problem was based on creating a Fighter Jet that could handle supersonic and subsonic speeds which means it would need different engine systems (Turbofan, RAMjet and SCRAMjet) and based on how they function it seemed one engine could do all three if it could change "modes". So I designed to air intakes, one for the turbofan and subsonic speeds and the other to feed air directly to the combustion chamber of the engine by passing the compression chamber to feed air to the engine for RAM/SCRAM function for supersonic speeds. The fuselage will be composed of futuristic composite materials which will allow airframe "morphing" such as warping the wing shape etc. This would allow the jet to close the Turbofan intake or internally redirectthat airflow to the combustion chamber for RAM/SCRAM and cover up the turbofan for protection from highspeed airflow. I would like to show animations of this happening in-game so some details still need to be worrked out. Again, this is concept stage and the first round. I orginally though I would need 3 intakes (which is what you will see me designing at first, but then from some researc it seemed I could go straight frm turbofan to SCRAMjet functionality and would only need 2 intakes (Concept 2).
    Link:



    Modeling the Landing Gear
    Link:


    The 2nd Concept design. Based on using to air intakes the concepts discussed from the first round. I got to a point where I could use it in-game for testing so stopped working on it. I am currently not stisfied with the landing gear placment and the bulkiness of the lower body. I may ty to make it slimmer and the landing gear more in-ine wth fuselage, or may utilize the forced bulkiness to add smaller forward bays for smaller missiles (who dosent want more missiles??)
    Link:
     

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