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Funding

Lets Create The Sequel to Steampunks Vs Skeletons!

The original Steampunk project, codename RX (as in medical) was a very ambitious project that contained not only the core code of Steampunks Vs Skeletons, but also my work in Robotics and Simulation. This allowed several Sophisticated and Fun elements to the game, that in the first release had to be abandoned due to time and financial constraints – I really got down to my last £400 quid before I had finished R1 and had to beg for help!

However, now that things are stabilized somewhat, I would like to complete the mission to provide the original and professional commercial project, that will be a self sustaining paid product

Steampunks R2 Game Specifications

Overview
  • Several new user selectable steampunk characters to play in game
  • Non-Player characters to make simple trades with to unlock game progress
  • Steampunk Machines to interact with for game progress, ie mech arm to remove scene blockages
  • Machines or Engines will require maintenace items to be found before they are available, ie Oil, Gears, Capacitors
  • New and authentic Steampunk themed villians (while improving the Skeletons and Spirits)
  • More authentic Steampunk collectables / access items (rather than colored keys)
  • Levels themed to popular worldwide Steampunk communities, ie London, Paris, Berlin, New Zealand, Japan, USA, Italy etc… and include famous regional landmarks and stylization
  • Proper storyline for level incrementation…explain why there is lava in the powerstation!
  • Difficulty levels, including having “bounce” on collectables to make them harder to collect – (was very fun!)
  • Implement fast travel vehicles, such as steam trains, where player moves alongside vehicle in capture mode
  • Maintain simple, accessable, immediate and fun gameplay for all ages while adding game interest
  • Enhanced character motion and automatic level scanning, smarter pathfinding for enemies
  • Remove Screen Menus, and have a simple interactive environment for user to select options

Specific Implementations

Programming Tasks
  • Decouple Z axis from XY axis so jumping can be performed anywhere in gridspace
  • Subdivide Z axis so that walking up/down steps is possible as well as jumping up a grid
  • Extra ray scans so terrain can be more complex and jumping can be enhanced / prevented
  • Implement a test level for every single obstacle for easier debugging, and tutorial
  • Seperate Activators From Obstacles, and have Activators register intent through global controller queue
  • Seperate Obstacle Volumes from Obstacles so tracking availability is more flexible upon occupation by a player, enemy or NPC
  • Add queue to Obstacles so that commands can be chained
  • Decouple fixed particle emitters from obstacles and implement dynamic array (or attach directly to Activator)
  • Ensure Obstacle particle & Sound FX is properly triggered on confirmed activation (remove false FX activations from overlap)
  • Add secondary animations to bridges, lifts etc, showing moving gears and pullys etc
Enhanced Tutorials / Play Dynamics
  • Option for trigger collectables to pause game and display instructions
  • Option for 1st collection to display instructions as above
  • Maintain a log of collections for recall by player during tutorial for reminder of function
  • This can also be used in Play mode to remind players of quests
Enhanced Weapons & Defence
  • Implement proper Mask Upgrades, by changing mask 3D models to requirement, ie diving mask
  • Implement new fun weapons, Heart Gun, Steam Blower, Butterfly swarm for specific enemies
  • Implement Defensive Shields more appropriately
Enhanced Enemies
  • Explain the role of the Snowman villian and produce the mechanized snowman 3D model
  • Authentic Steampunk villians, suitable for the areas they occupy, ie Mad Scientist in Chemistry Lab
  • Implement annoyance enemies, such as rats / virus to roam mindlessly sucking energy on contact but cannot be respawned
  • Implement proper spawn areas for enemies that cannot be accessed by players
  • Use limited or modifiable AStar pathfinder for better enemy tracking around play area
Things to Research
  • DLSS/FSR for better framerates / quality
  • Store integration and progress experience points for vendors
  • DLC
  • Chaos deformations to play environment
  • New features in Unreal Engine, ie Megalights
  • Obstacle explosions should leave mesh in game in arbitrary new position to provide real blockages / new play access
  • Find out how to improve performance of Screen overlays (Mask) or implement transparent polygon solution
  • Save state of play for later recall rather than start again, or implement checkpoint system
What I Need to Implement This and Produce the
  • Programming Integration & Testing
  • 3D Models / Animations
  • Level Design & Playtesting
  • Projected Time to Completion – ~2 Years

I am very efficient and productive, and never give up. I have most of the necessary equipment / tools / PC already.

  • I dont have time to learn Blender, so I will need to Subscribe to Cinema 4D for a year for better and faster features, to produce higher quality models and animations. (R25 was really a pig on these high resolution models and wasted a lot of time)
  • Otherwise, as I have no debt, dependents or major expenses, its just basic living costs for the couple of years it will take.