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# PROJECT: NEO-BUSHI

## A Heavy-Weight Rogue-lite Survival Action Game

**Current Development Phase:** Pre-Alpha / Vertical Slice Prep

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### THE VISION

NEO-BUSHI is a tactical survival game centered on "Juice" and mechanical weight. Humanity has retreated to a cloaked lunar research facility to deploy a final hope: a massive, hydraulic-powered warrior sent to reclaim Earth from a superior invading force.

---

### PROJECT STATUS & ACTIVE SPRINT

We are currently building **Level 0: The Moon Proving Grounds**. This phase focuses on the "Inertia & Impact" system—ensuring the mech feels massive and the combat feels visceral.

#### 1. ENVIRONMENT (Implemented)

* **Global Lunar Surface:** Utilizes a seamless 1024x1024 high-grit lunar texture.

* **Tiling Architecture:** Optimized for massive 10,000 x 10,000 play areas using UV scaling to maintain visual fidelity with zero VRAM bloat.

#### 2. THE "INERTIA" MOVEMENT SYSTEM (In Progress)

* **Mechanical Weight:** Unlike traditional "snappy" survivors, the Neo-Bushi operates on an acceleration/friction curve to simulate 50 tons of hydraulic steel.

* **Physics-Based Handling:** Features "wind-up" starting speeds and "slide" deceleration, forcing players to master the momentum of the machine.

#### 3. DISMEMBERMENT & FEEDBACK (In Progress)

* **Modular Enemy Logic:** Enemies are designed as multi-part entities.

* **Limb Ejection:** Utilizing a "Pop & Swap" method—upon critical impact, limb sprites are instantiated as physics-enabled debris with high-velocity impulses.

* **Dynamic Bloodbath:** Strategic use of static decals for persistent blood and debris, ensuring the screen becomes a "battlefield" without sacrificing frame rate.

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### TECHNICAL STANDARDS (Developer Notes)

To ensure longevity and community-driven updates, this project follows a **Strict Modular Architecture**:

* **Component-Based Design:** Functionality is broken into reusable nodes (e.g., HealthComponent, GoreComponent, InertiaController).

* **Data-Driven Stats:** All mechanical variables (Speed, HP, Upgrade Costs) are externalized to Resources/JSON files for rapid balancing.

* **Signal-Driven UI:** Decoupled HUD logic for easy "Skinning" between Moon, Earth, and future Dungeon modes.

---

### THE ROAD TO v1.0

1. **The Moon Threshold:** Survive 15 minutes and defeat the Lunar Sentry to unlock Earth deployment.

2. **The Global Liberation Map:** 6 distinct Earth Regions (The Neon Crater, The Amazonian Scrap-Jungle, etc.).

3. **The 0.05% Factor:** Implementation of the "Overdrive" rare drop—triggering localized time-dilation and speed-cap removal.

4. **Dungeon Mode (Post-Launch):** Procedural subterranean exploration for end-game depth.

---

### DEVELOPMENT ETHICS

* **No Microtransactions:** A pure "Supporter Pack" model to fund long-term development.

* **Community-First:** Mechanical balance is dictated by pilot feedback.

About

My first game project: a 2D mech-themed arena rogue-lite in Godot 3.5.3, developed with assistance from Gemini 3

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