FUSION: Project Razor

Yet another new modern Schmup

by Blindminds

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Started developing a new modern schmup as I have found it difficult to find an existing one I thoroughly enjoy. I started out with the concept of movement, as schmups often have pretty basic movement that looks and feels unnatural and choppy. I was always a huge fan of U.N. Squadron (Area 88) and loved the simple way they did a variety of weapons. My art style has always been based on thinking out an idea and how something works to determine how it will look. This project is no different and that's how I came up with the design of the ship.

The player will be able to equip 4 different weapon systems at a time, each with it's own unique energy and mass requirements and 3 unique modes of fire dynamically switchable in game. You will be able to upgrade and advance the Fusion reactor with lighter weight, more powerful and more efficient reactors to pump out more MegaWatts for your weapons. I would also like to plan upgradable engines/thrusters which will be more efficient and more powerful to produce more thrust and use less mass for thrust. Movement, based on real physics in zero gravity of space, the player will have what I call a G-Burst for pulling high G maneuvers in space. The limitations of which I have based on real world humantolerances of G forces according to research I have found (Loosely based that is). With multiple modes of G-burst which can also be dynamically switched between, (Plan on having multiple pilots to choose from each with different abilities). Burst: the player can accelerate at a flat acceleration at a given G-Force depending on the pilots G-Tolerance | G-Burst: Acceleration at an accelerating G-Force until reaching a maximum | Max G-Burst: Max G Acceleration which decreases over time accelerating player as fast as humanly possible. This also consumes a whopping amount of mass for thrust! | Max G Stop-Burst: Same ass Max G-Burst except when released, ship calculates opposing thrust to immediately (as fast as possible) bring the ship to a stop. Technically using twice as much mass as the Max G-Burst.

In order to maintain the players Mass Storage, they will be able to utilize a "Mass Condenser" which will be used to collect Mass Particles left by destroyed enemies. Unfortunately however, while using the Mass Condenser, no other systems may be used including thrust and all weapons.

In equipping weapon systems on the ship, the player must take into account the output of their reactor. Equipping weapons which require more energy than a reactor can output will slow down the charge rate of all weapons accordingly. Equip weaker weapons with a more powerful reactor and you will be able to use all your weapons relentlessly at the same time.

To replenish ammop types of missiles/bombs/mines etc, weapons systems are equiped with Rapid Rate Mass Fabricators to build on-the-fly and replenish your ammo storres given mass is available.

Run out of mass and you will inevitably be flung into open space for the rest of your starving life...

 

Please let me know your thoughs as I would like to know if there is enough interest for me to continue development

 

Last updated September 20, 2019
Status
Prototype
Platforms
Engine
Unreal
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