Fulmination is an upcoming missile defence game from the creator of Eight Days in Convoke. Inspired by cold war era technology and conflicts including the Cuban Missile crisis, Fulmination places the player in the role of the sole protector of an unknown soviet state. Tasked with the defence of your homeland from an onslaught of US missiles, you must enter coordinates into the 1980’s era computer terminal in order to intercept and destroy enemy missiles, SAM placements, bombing runs and experimental weapons. Against a foe with superior technology and numbers, 'Fulmination' will test your precision and speed in a bid to protect your home.
Progress on Fulmination is progressing well, because of this I would like to talk a little about the recent work on the project and give a little insight into the calculations behind spawning and scoring.
Posted by LordPheasant on May 4th, 2012
Progress on Fulmination is progressing well, because of this I would like to talk a little about the recent work on the project and give a little insight into the calculations behind spawning and scoring.
Fulmination will have a full ranking system; complete with exponential increases of XP required to increase in rank. The current system works by multiplying the next rank numerical value by 130 (progress = real(next_rank)*130). Points earned in either Campaign or Survival mode will be directly added to your rank progression. As it currently stands, the following list represents the numerical score-value of each enemy unit.
- ICBM – 100
- Stealth ICBM- 150
- SAM Site – 200
- Jammer - 180
- SAM Hit - 50
The ranking system will be limitless meaning that there is no top rank. This allows future unlockable content to be added to the game over time. While we are on the subject of maths, have more!The spawning rate of enemy ICBMs is calculated from the variable “missile_rate”. With each unit destruction the missile rate increases by ‘.2’ (missile_rate +=.2). This makes the rate of gameplay linear, increasing in difficulty without exponential growth.
I’ve also done a lot of work to the user interface, creating a nice main menu and survival menu revealing a second survival mode setting.
The two survival settings are “Standard” and “Crisis”. Standard is an endless variant of the normal campaign gameplay with no multiplier to score or speed. Crisis mode adds a x3 multiplier to game speed (ICBM spawn rate/SAM Spawns/Resupply Time) and a x1.5 score multiplier. More experienced players should enjoy an increased difficulty for a greater reward. Crisis mode will be unlocked at rank 15.
Thanks for reading and please remember to watch this page if you are interested in “Fulmination”.
looks good
Just to clarify, the mode will be called "Crisis" not "Crysis", not planning on being eaten by EA.