Hey, I'm Paul the solo indie dev for NeonXSZ

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V4nKw15h
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Hey, I'm Paul the solo indie dev for NeonXSZ

Post by V4nKw15h »

Hi all, I'm Paul F, the developer of the "Diablo in spaceships" game NeonXSZ. That's how AlphaBetaGamer.com described it anyway :) Personally I'd describe it as: Descent like environments with Quake's speed and Diablo's gameplay mechanics. The game began life back in 2011 and I've been working on it full-time since then. It will be coming to Steam later in the year but has been available on Desura as part of their alpha funding scheme since last September. I'm hoping to get involved here on SSC to find out what you guys think of the game and to let you help shape it's future. You could say that the game is in late stage Alpha. Alpha began in April 2013. It's over a year since then and the game is now playable for 100+ hours. Heres a video of it in action: 
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Cody
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RE: Hey, I'm Paul the solo indie dev for NeonXSZ

Post by Cody »

Welcome to SSC, amigo!
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sscadmin
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RE: Hey, I'm Paul the solo indie dev for NeonXSZ

Post by sscadmin »

Hi Paul NeonXSZ looks like it has some serious action to it, what are average FPS for this game on the average gamer PC? I ask this because it looks like you have a lot going on the screen and probably is more of the easier stuff. How much detail is being put into the RPG/Leveling aspect of NeonXSZ? Keep up the good work and welcome to SSC.
V4nKw15h
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RE: Hey, I'm Paul the solo indie dev for NeonXSZ

Post by V4nKw15h »

Hey DarkOne, As far as FPS goes the game is hugely scalable; the player has full access to enable/disable effects. At lower graphics settings I have players saying that they can squeeze out 60fps on an Intel HD 3000 (an old laptop integrated chip). At the high end you can run the game at 1080p 60fps on a six year old Geforce 8800 with plenty of room to spare. With a modern rig players have achieved 250fps at 1440p. So in a nutshell, performance on all but the crummiest rigs is a non-issue. As for the RPG/Leveling aspect. The game currently has 650+ upgrades that span 80 Tech Levels of equipment that can be installed into 30+ player flyable ships. To reach maximum level takes about 100 hours of gameplay. This upgrade system caters for most every playstyle from slow heavily armored destroyers to near unplayably fast fighters. How your ship performs is based on the upgrades you install into it. Ships have 6 main upgrade types. Energy Storage, Energy Regeneration, Shields, Shield Regeneration, Engines, and Engine Modifiers. Energy powers your thrusters, weapons,and all the upgrades in your ship. There are then miscellaneous upgrade types. Think of these more like optional extras that can be added to each ship. They might offer boosts to your core systems, improve weapon damage, or add completely new abilities to the ship they are installed in. For example there is a miscellaneous gadget called Barrier that allows the player to drop walls wherever they want. Another will release combat drones that fight for the player. Another, Blink, will allow the player to teleport short distance during combat. More details about upgrades can be found here: [url]http://www.neonxsz.com/upgrades.html[/url] Each upgrade has mass and an energy requirement. Mass directly slows a ship down. A higher level engine can speed it up again, but this will burn more energy. You therefore need better energy storage, which adds more mass. You get the idea. So upgrades can cause a feedback loop causing the player to need to think carefully to get the most out of their ship. It does, however, allow players to bend the mechanics of the game to suit their playstyle. Thanks for the welcome.
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RE: Hey, I'm Paul the solo indie dev for NeonXSZ

Post by Pinback »

Welcome to the forums V4nkw15h. Game reminds me bit of G Police but with more neon.
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