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Blindminds

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About Blindminds

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  1. Blindminds

    Modeling the FAF-X01

    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 thebest 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). Modeling the Landing Gear 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??)
  2. Blindminds

    FUSION: Project Razor

    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
  3. 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.
  4. 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 )
  5. Blindminds

    Level Design Test

    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.
  6. Blindminds

    Testing Level Mechanics

    I was working on some level mechanics playing with ideas of realistic orbits, orbital velocities, realistic planetary rotation and sizing. Also played with some ideas on camera mechanics.
  7. Blindminds

    In the Beginning

    Mon Apr 29, 2019 1:12 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.
  8. Blindminds

    FUSION: Project Razor

    Album for FUSION: Project Razor
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