[WIP] FUSION: Project Razor

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[WIP] FUSION: Project Razor

Postby Blindminds » Mon Apr 29, 2019 6:12 pm

Been developing this for about 3 months now. Right now I am to a point where I have the movement and weapons mechanics well underway (albeit some bugs to work out). I put together a quick random spawn using 3d primitives for targets for testing and took a short video. Looking to get feedback on level of interest for the game to see if I should continue development and possibly start a kickstarter for funding.
https://youtu.be/Ue8915qI9Oc



The Mechanics:
Movement is zero gravity physics based. Powered by a Fusion Reactor and an engine which utilizes the plasma from the reactor for thrust. Calculations are based on reality using specific impulse. Depending on the thrust output and efficiency of the engines (Upgradable) will determine the rate of movement and mass consumed for thrust. Movement restrictions is based on human tolerances for high-G's. I created a "G-Burst" move which allows the player to perform high-G maneuvers with 4 in-game switchable modes. A Flat Constant G Acceleration, An accelerated G burst, a max G acceleration Burst and a final version which is the same as the latter except when released oposing force calculated for thrust to stop ship. Bursting uses large quantities of mass to produce the large amounts of thrust. You will also have a control to produce the correct thrust vector to stop your movement at max G acceleration at anytime.

Collecting mass will be iportant as you can use up your 8,000kg Mass Storage pretty quickly bursting a lot. When enemies are destroyed they will drop mass particles accordin to their mass value/HP. You will be able to use the ships "Mass Condenser" to collect the mass particles and restore your mass storage. Unfortunately, using the condenser requires all available energy output from the reactor, so no thrusting or weapons fire while collecting and condensing mass!

There will be 4 weapon slots available on the ship, and I hope to have a large variety of weapons to equip as the user chooses for each level. Each weapon also has 3 firing modes, dynamically selectable in-game. Weapons such as homing missiles will not only have firing modes, but some of those firing modes will be alternate targeting modes, such as targeting weaker enemies first, stongest enemies or closest ect. Not only that, but Iplan on having targeting computer upgrades which will allow your weapon system to calculate the numberof missiles neededto destroy each target and assign enemy targets accordingly.

Weapon systems will consume energy and mass. A Rapid Rate Fabricator will allow you to rebuild your missile/bomb/mine ammo with varying fabrication rates. Weapons will auto-charge, and the charge quantity will be able to be upgraded on weapon systems. The more often you shoot, the less power your shots will have. In the case of some weapons such as lasers, the charge will determine the length of time for activation. Equipping powerful weapons with a weak reactor will result in slow weapon charge times. Or you can equip weaker weapons with a stronger reactor and lay down a relentless non-stop fire of everything at once.

Let me know what think of what you can see (I know, its not mucjh) from the video and the concept. Would like to know how many are interested and the level of interest to determine if I should continue development.

Thank you!

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Re: [WIP] FUSION: Project Razor

Postby monoRAIL » Wed May 01, 2019 4:32 am

This looks really interesting. The laser and particle effects you have already look great.

The mass collection mechanic reminds me a little of Ion Assault - where the player has to collect ion particles in space to shoot enemies.
Also I think your debug graphs are great - I hope you'll allow players to turn these on in the final version :)

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Re: [WIP] FUSION: Project Razor

Postby Blindminds » Tue May 07, 2019 6:43 pm

Thanks! :) I honestly havent spent much time at all on effects so will have vast improvements once I have mechanics done I will go back and polish. Iwill have to check out Ion Assualt, never heard of it. As for the DevHUD, I don't see why I couldn't have it an option in final, might do a revamp for better playability whil enabled and easier to read maybe.

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Re: [WIP] FUSION: Project Razor

Postby Blindminds » Tue May 07, 2019 6:50 pm

Worked on level mechanics today, getting realistic planetary orbits, with realistic velocities affecting planetary rotation as well as realistic planetary sizing. Cheasy graphics as place holders but high res version to replace in final. Next up I will be working on some camera mechanics. Stay tuned!

https://youtu.be/NIUtdLT-oZs



Did some more tweaking of this. Created an extremely basic procedural generator for spawning the rings, giving them a random but limited height offset and adjusting the distance between rings to account for estimated player velocity. Added a basic timer and info on player HUD showing relative velocity (Relative to start velocity which would be about 7668.55 meters/second for an earth orbit of 400km) and info for your current G's and G Acceleration Rate (When Bursting). I hope I can have something finished to the point where I can have a free download for players to get a taste of the feel of the movement mecanics and possibly shoot some targets wit the 4 weapons I have done so far.


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Re: [WIP] FUSION: Project Razor

Postby Blindminds » Tue May 21, 2019 5:14 pm

Played around with level creation and made a quick and dirty test experimental level utilizing the free assets with Epic's Infiltrator Demo to create a quick and dirty city background to see what could be possible in amounts of detail and graphics for levels.


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Re: [WIP] FUSION: Project Razor

Postby Blindminds » Thu May 23, 2019 7:28 pm

Started working on development for Atmospheric Flight Level Mechanics and weapons. Would like to have a Futuristic Jet for Planetary Missions and the other ship for Space missions. Finished a Vulcan Cannon shooting 100 rounds per second (Tracers every 5 rounds) and homing missiles (Which don't yet home in )


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