The Airtight City 2 cover
The Airtight City 2 screenshot
Genre: Adventure, Indie

The Airtight City 2

Version 0.1.7 "Airtight City 2.0" DevLog


After two updates to the combat system, the [Gravity Weapon - S100] has now completed its core development work.


Now, I can give you a brief overview of its features:
This is a highly effective mid-range weapon for causing targeted limb damage.


Its notable drawbacks include low ammo capacity, slow fire rate, and a significant damage drop-off curve.
But its advantages are just as remarkable: the complete S100 form comes with two combat modes and four attack capabilities.


[1] In standard mode, the S100 operates like a traditional shotgun, firing high-pressure energy-packed projectiles that cause multiple explosive damages to the enemy.


This attack method is highly effective at tearing apart the enemy's limbs, leading to system failures and causing further damage.


[2] By equipping the charge module, the S100 unlocks a charged three-round burst firing mode in standard mode, allowing it to output higher damage in a very short amount of time.


[3] With the gravity module attached, the S100 gains a gravity attack mode similar to the Z-Gun in 'gantz'. After charging the weapon, it can deal devastating destruction within its calibrated range of enemies.


[4] Upgrading the gravity module further allows the S100 to overcharge in up to three stages. Players can generate larger area-of-effect and more terrifying gravitational impact effects by charging for longer periods.


The Gravity Weapon S100 will serve as a design template for future weapons.
In a sci-fi shooter, I don't want firearms to be distinguished solely by appearance, firepower, fire rate, and ammo capacity.
I hope that each weapon can possess unique attack methods and suitability for different combat scenarios, and even different firearms can complement each other to better overcome challenges.


Of course, my imagination has its limits, so I'm reaching out to all of you. If you have interesting sci-fi weapon design ideas or if you have vivid memories of unique weapons from a sci-fi work, please share them with me via email.
Whether your ideas are adopted or not, Your name will be included in the game's credits under 'Special Thanks.
And if your ideas are accepted and implemented, you will receive an additional Demo testing CD-Key.


Furthermore, I can confirm that our protagonist's next weapon will be a sci-fi firearm powered by 'electricity,' and it will complement the existing S100 Gravity Weapon nicely.
If you have any ideas related to electric weapons, please feel free to send them to me.
Your creativity might soon appear in the next update!

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Twitter: @DuiXiaoHe
Patreon: www.patreon.com/airtight_city
Email: littlebeangames@qq.com

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Independent Game Developer - Cuber Chen
October 31, 2023

Airtight City 2.0 - 开发日志01-断肢系统


断肢系统 - 模块1- 视觉效果

首先, 从最表层的 :断肢视觉效果谈起


当从简单的角度去思考, 所谓断肢视觉反馈, 无非就是截断的肢体模型和四溅而开的鲜血特效.
然而作为开发者去实践其中之时, 才会了解这里面所包含的大量细节.
仅视觉反馈的部分就被拆分出了以下内容.





  • [0]断肢时, 生成被截断或摧毁的对应肢体
  • [1]断肢时, 敌人因失去肢体, 而产生的强烈受创动作. 失去不同部位, 均具有不同的受创动作.
  • [2]肢体断口处, 产生的骨残骸,血迹, 和对应肢体的内部构造裸露. 比如上臂截断后的肩胛骨, 颈部截断后的颈椎骨和喉管, 腰部截断后的脊椎和肠道. 等等...






  • [3]肢体截断瞬间, 由伤口处高速喷出的血雾.
  • [4]断肢离体时, 产生的液态抛洒血浆.
  • [5]血浆落地时, 与周围环境形成的液态血痕.






  • [6]不同肢体被截断或摧毁时, 产生的特定碎片. 比如头部摧毁时, 产生的脑组织碎片. 腿部截断时, 产生的肌肉碎片,脏器碎片等等...
  • [7]抛射出的肢体碎片与环境发生碰撞时, 产生的撞击血痕.
  • [8]无论断肢还是血肉残片都能与环境产生互动碰撞, 并具备肉类的Q弹质感.






  • [9]当玩家距离血浆过近时, 屏幕上会同样溅射出的血污.
  • [10]玩家的服装和盔甲, 同样会随着战斗产生血渍.
  • [11]当子弹穿透肢体时, 与附近环境产生的血液溅射.






  • [12]所有血液,血污, 残肢都支持 颜色调整, 来避免部分玩家的观感不适.
  • [13]当然还有最重要的. 在1060显卡以1080P分辨率运行时, 即便是最激烈的战斗断肢状态, 也要保证100帧以上的运行速率.

当这些部分都被逐一完成, 并拼装成整体之时.
游戏才终于拥有了一个相对合格的断肢视觉反馈系统.
然而到这里, 只是完成了断肢系统最肤浅的一层.





断肢系统 - 模块2 - 逻辑影响


现在, 进入断肢的中层意义部分 : 断肢产生的逻辑影响.
这其实是我在密闭之城1.0中就已经完成的功能.




举例来说:

  • [1]当我们打断了敌人的手臂, 敌人的技能策略将发生变化, 比如改使用腿部对玩家进行攻击.
  • [2]而当我们打断了敌人的腿部, 他便只能依靠爬行来追击玩家了.





这种逻辑的设定, 其目的就是为了让断肢行为, 获得视觉爽快感以外的功能型意义.
当断肢成为了一种克敌手段,玩家便会去思考每一次攻击点的选择.
以此对应削弱不同类型敌人, 产生的不同类型的威胁.
使得战斗的过程, 变得更为有趣.





断肢系统 - 模块3 - 战略核心


作为整个断肢系统的最后一环.
其目的是为了让断肢彻底脱离表层的视觉意义, 让其拥有更深层的可玩性.


直接举例说明:

密闭之城2.0中,敌人会持有多样性的武器装备.
它们会被装配上不同的肢体部位之上.
比如手臂上的离子刀,链锯,手炮. 或是背部的能量电池,自爆装置, 亦或是腿部的震荡发生器. 等等...




玩家在承受这些敌人装备带来的威胁之时, 也可以战略选择性的攻击并截断这些肢体.
并使用能量牵引技能, 获取并操控这些脱离肢体的设备.
将其成为反制于敌人的手段.




以基础怪物为例:
其手臂上装配了极其锋利的离子切割刃.
我们可以选择性的打断它的手臂, 并剥夺该武器的使用权.


此时,玩家便可进入敌人武器装备的操纵阶段.
每种敌人的武器装备, 都至少会提供两种操纵模式.
以: 离子切割刃为例
该武器提供了两种操纵模式.



[1]玩家既可以将离子切割刃快速投掷而出, 依靠其锋利及高速的特性, 对选定目标产生一次强烈的贯穿切割伤害.



[2]也可以将离子切割刃纵向遮挡在身前, 形成一个缓步向前的临时护盾. 护盾能够对触碰的敌人造成击退伤害的同时, 也可以对投掷物和子弹进行反弹.

游戏今后会出现非常多类型的怪物装备.
它们在对玩家产生不同威胁之时, 我们也可以战略性的夺取这些武器.
并以牙还牙.





最后总结


到此, 有关断肢系统的三个模块终于成功的连接到了一起.
形成了一个紧实的逻辑闭环.
断肢不再是带来简单视觉爽快感的肤浅设定, 而是成功了融入了战斗的核心策略之中.
不知道大家是否喜欢这样的设定~