#District 4 Fusion Site

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wispy skiff
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mainly just ost posting
occasionally some concept art or idea dumping
dont expect this game to be made any time soon

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fitting for the first music track i post to be the start-up music
uhhh
i do need to redo this, the kick drum is scuffed

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99 million occurs when the prime lasers (the big lasers that i originally called start-up lasers) are calibrated too low, which can be a naturally occuring configuration (good idea to check that before proceeding with ignition)

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101 million occurs when the prime lasers are calibrated too high, which is not a naturally occuring configuration (requires sabotage)

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ykw lemme dump the premise

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set in the distant year of 4099 on a planet named Cyia, NeoProto has finally reached the pinnacle of their research: The Neo 7 fusion reactor. The Neo 7 reactor operates at temperatures upwards of 100 million kelvin to provide massive amounts of power never before seen by humanity. After the first 6 iterations, a stable, reliable, and efficient reactor was conceived. It is the heart of the facility, and Cyia's District 4.

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Operating the reactor is the easy part. The hard part is managing the entire facility. The reactor won't start without sufficient power, so unless you're willing to get a fine for starting off of the external grid, you have to sync the facility's auxiliary reactor first, named the Fox 3 Fission reactor (I wonder where the Fox name came from).

wispy skiff
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district 4 is a very vertical facility, with 6 total levels
topside is mainly for things like cargo, residence, and communications.
sublevel 1 is for maintenance, such as storage or waste management
sublevel 2 is for all main reactor operations, including the Neo 7 thermonuclear reactor and the Fox 3 fission reactor
Sublevel 3 is for elite maintenance tasks, with access to more intricate parts of the facility such as the emergency supercapacitors
sublevel 4 is for advanced and strictly confidential research.
sublevel 5 is for any and all elite security tasks, and is where the armory and warhead are located.

wispy skiff
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a really shit drawing of the neo 7 reactor
its missing the pipes and the magnets which i cant fit all into this mess

wispy skiff
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lame bad and old mock of the neo 7 start-up sequence made in scratch
all i edited was the music (from old to remade) and made it kinda sorta mobile compatible (dont mind niko)

wispy skiff
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there will be multiple endings

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meltdown

  • Topside Escape Ending
    -# Escape the meltdown on topside
  • Bunker (good/bad) Ending
    -# Survive in the bunker, outcome depends on if bunker powered
  • Bottomside Escape Ending
    -# Find another way to escape on bottomside
  • Bad Ending
    -# Get caught in the meltdown's explosion
  • Luck Ending
    -# Somehow survive the meltdown without escaping the facility
  • Sacrifice Ending
    -# Die in the meltdown protecting something important

shift end

  • Full Shift Ending
    -# Experience a complete shift
  • Dead Reactor Ending
    -# Become incapable of operating the reactor

warhead

  • Warhead Escape Ending
    -# Escape the warhead's detonation
  • Bad Listener Ending
    -# Try to survive the detonation in the bunker (idiot)
  • Warhead Bad Ending
    -# Get caught in the warhead detonation

outbreak

  • Protocol_67 Escape Ending
    -# Escape during Protocol_67
  • Protocol_67 Bad Ending
    -# Join the destruction of Protocol_67
  • Protocol_67 Averted Ending
    -# Clear the outbreak at the last possible moment
wispy skiff
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:p

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i have so many more ideas already planned out but i just flat out dont feel like ranting about them rn

wispy skiff
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like a few other core games the bunker needs power for you to get the good ending

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however you don't get jerry cans

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instead of jerry cans spawning randomly around the map (iitpp) instead you swipe rtgs from various control panels around the map

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it becomes less of a panicked frenzy to find fuel and more of a considerate and calculated dash to collect the rtgs, which you know the locations of

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its simply a matter of pathing

lone fern
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this is a really good concept

wispy skiff
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oh
thanks !

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events in depth

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Ignition

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In order to ignite the reactor, the reactor needs a large supply of power. This can be achieved from the external grid, but it is best to run it off of the auxillary grid. To achieve this, the generators must first be activated, and then the Fox 3 fission reactor can be started. From here, the Neo 7 can ignite. Alternatively, if the supercapacitors are charged, the reactor can boot from that alone.
The Prime Lasers must be calibrated properly for a successful ignition. They can generate calibrated too low or just right. Too low, and the reaction fizzles out. Too high, and the reactor shuts down to prevent a sudden overload.

wispy skiff
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Stall

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If the reactor temperature is allowed to drop below 200 million, the reaction will start to die out. At 100 million kelvin, the reactor will fully stall. However, if confirmed, a reactor power surge can be initiated to boost the temperature back to stable levels. However, the Prime Lasers have to be calibrated even tighter for this to succeed.
Too low, and the surge won't save the reactor. Too high, and the reactor will rapidly start to heat up. Like with a start-up, the only way to experience an overheating failure is a deliberate sabotage.

wispy skiff
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Blowout

If the Fox 3 reactor is allowed to overheat, it will enter a meltdown. Operators will have to quickly shut down the Fox 3 reactor to prevent as much damage as possible. If they cannot stop the reactor, a facility wide emergency is declared, and all staff are ordered to manually open the release valves to prevent a blowout. The reactor is lost either way, but the explosion will render several areas off limits. If the override on the airlock is activated when the reactor explodes, it will result in a facility wide fallout emergency.

wispy skiff
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Meltdown

If the core temperature is allowed to reach 1 billion, the core will begin to destabilize as the internal pressure begins to build.
At around 2 billion, the reactor officially enters into a state of meltdown, and a code yellow is effective immediately. All employees must take efforts to lower the reactivity by any means to prepare the reactor for the emergency shutdown. If the shutdown is primed, the procedure will begin automatically once conditions permit or once the timer is exhausted. Initiating a shutdown before the timer ends will always result in a success. If the timer is exhausted and the shutdown is not confirmed, the reactor will enter the final stage of its meltdown, with approximately three minutes to evacuate. However, a shutdown failure reduces the time to escape down to two minutes. Both cases result in a Code Red emergency. Once Topside is locked, the code is elevated to Black.

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Meltdown Escape

The meltdown can be escaped through the following methods:

  1. Evacuation to topside before lockdown
  2. Evacuation to the bunker (requires three RTGs)
  3. Evacuation through the maintenance tunnel
  4. Get lucky and survive the blast by taking cover
wispy skiff
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Warhead

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During a shift, a raider can sneak into the comms room to call in an airstrike. During this airstrike, all staff are ordered to defend the facility from inbound missiles. This gives raiders the opportunity to sneak into places they shouldn't be (namely, sublevel 5). Here, they have the ability to activate the warhead. (The warhead CAN be activated in other ways, and different music will play.) Afterwards, all employees will have two minutes and thirty seconds to cancel the detonation. All Sublevel 5 security will be disengaged so that anyone can rush the warhead to disable it, not just security. If it is not disabled, there will be three minutes to evacuate to topside. Escaping to the bunker will not succeed, nor will any of the other evacuation routes and methods.

wispy skiff
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Earthquake

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At around halfway through a shift, an earthquake occurs. Not exactly halfway, but somewhere random near the halfway point. Probably different each time. There are three different levels of severity: Mild, Moderate, and Extreme. During a mild earthquake, the Fox 3 is scrammed and nothing else happens. During a moderate earthquake, the Fox 3 is scrammed, and some minor structural damage occurs. During an extreme earthquake, the Fox 3 is scrammed, and major facility damage occurs. The Neo 7 must be shut down in an extreme earthquake, as it will damage the reactor. If it is left on, it will be forced to shut off regardless as the damage will make it too dangerous to operate. An extreme earthquake will never occur if the Fox 3 reactor is already destroyed. After the earthquake, everything continues as expected, the Fox 3 occasionally scramming with the aftershocks.

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Outbreak

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Elite scientists have many tasks, but one of them involves experimenting on a strange substance dubbed "Experiment 67." However, without care, this substance will escape into the facility ventilation and cause anyone who comes in contact with it to mutate into horrid creatures. They can then spread the virus to other people. Once a large portion of the server is infected, the facility automatically enters a Code Gray. If the virus is not cleaned up, the facility is moved to a Code White. The warhead is primed, and the only way to stop it is to defeat every single infected person. As the so-called Protocol 67 continues, the controls for the Fox 3 and Neo 7 are both locked, the system first forcing the Fox 3 to explode, and if not ended, triggering the warhead and meltdown at the same time, completely annihilating the facility and anyone inside.

wispy skiff
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Reactor monitoring screens

wispy skiff
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i wanna have a showcase version of the game

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that's updated to the canonical modern incarnation

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The Neo 8

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Equipped with so many safeguards it's too big to fail

wispy skiff
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The Power Lasers all use a special metal found on a distant planet that exhibits miraculous near-superconductive properties, even at high temperatures. This allows for minimal energy loss through resistance. However, the sheer heat of the reactor means that without constant cooling, the lasers will shift out of a comfortable operating range and start to malfunction.

wispy skiff
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potential logo, would like feedback ,,

sand ermine
wispy skiff
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i tried the other way around and came to conclusion that this version is the least dont dead open inside

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:>

wispy skiff
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after like three comments across different servers i have concluded it is satisfactory

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and the version without the smaller text :>

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added an outline just for clarity's sake

sand ermine
sand ermine
wispy skiff
sand ermine
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And stuff oike that

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I think the only thing this really could hav einrpovemennt for is yhe fusion color, MAYBE site color

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But yeah looks nice itherwide

wispy skiff
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mm.
thinking about it. i could add borders to the text.

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since i cant compromise on the colors i could just do that

sand ermine
wispy skiff
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mayhaps

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omly other change i imagine making is changing the circle to another star but im iffy on that

sand ermine
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It disappears much later and is more clear from further away (atleast on a quick test involving me and my phone)

wispy skiff
wispy skiff
sand ermine
wispy skiff
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thanks
i like the colors a lot myself ,,,

sand ermine
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Flags tend to have like 2-4 colors max, but it seems to work fine enough here

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I assume this isnt a very old flag (in lore)

wispy skiff
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we're in the future we dont need those lame restrictions

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we are in at least 4000 CE

sand ermine
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So shouldnt be a problem

sand ermine
sand ermine
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The biggest things you dhould avoid (in most cases) with flags though is just, too much detail and text

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Anf like try to keep colors at 3-4, maybe a few more but pleasr dont make it be 58 colors :D

wispy skiff
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super ultra mega rainbow nation

sand ermine
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Perfect flag idea: all 16 mil colors of the rgb, the nations name in big letters, and a super detailed graphic

wispy skiff
sand ermine
wispy skiff
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they each have another meaning too

sand ermine
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Nice

wispy skiff
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pink being heroism
green being the effort to restore the ecosystem
deep blue being sacrifice
purple being the vast outreach of our new nation (also space)
gold being the gold standard
and light blue resilience

wispy skiff
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y'know

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a thermonuclear reactor produces a LOT of power

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District 4, as well as honestly every other district, already has plenty of power sources

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sure, this is one of them.

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but with So Much Power, surely some can be diverted to... other purposes?

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:)

wispy skiff
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Sublevel 6

wispy skiff
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After reading "Don't Create the Torment Nexus," the NeoProto Research Division is proud to announce that we have created the Torment Nexus.

sand ermine
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Yay!

wispy skiff
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Oh No

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As it turns out, creating a super intelligence poses super problems and it is currently repeatedly trying to ignite the warhead.

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Please stay calm, it can't actually do that.
Probably.

sand ermine
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What do you mean PROBABLY?

wispy skiff
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Oh No

wispy skiff
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We have removed the super intelligence's access to facility controls.

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Reprogramming should begin soon.

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Never again.

sand ermine
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Yay!

wispy skiff
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I've decided that some random minor hazards could really enhance the experience

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not that it even exists yet but yknow

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minor radiation emergencies, mayhaps fuel assemblies being dropped in certain locations and the like

sand ermine
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(But yes random events are important for replayability)

wispy skiff
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i want to see about adding exploration at some point

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there can't be caves

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there's a portal but that's too cliché

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im thinking space travel

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the universe already has a few established planets

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one of them gives me a great excuse to use my favorite mechanic

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radiation my beloved

wispy skiff
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the large and medium earthquakes have aftershocks that cause the fox 3 fission reactor to scram

wispy skiff
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After much consideration, the two employees who were alive 2000 years ago and read Frankenstein have decided that maybe we should let the superintelligent ai have some say in its form. so we are currently diverting our resources to doing that.

wispy skiff
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So far we haven't had any murder. This is actually working, much to our surprise.

wispy skiff
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district 4 is CANCELLED

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core games just arent that cool ,,,

sand ermine
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Hmmm

wispy skiff
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district 4 is uncancelled

wispy skiff
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Head design for the District 4 Super Intelligence Mobile Unit (inspired by V1 and Prophetbot)

wispy skiff
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work on the OST is underway

wispy skiff
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b

sand ermine
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True

wispy skiff
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Entering the portal in the elite research labs can lead you many places, but one of which is the district 4 fusion site some decades into the future (and on bring your kid to work day, no less!)

wispy skiff
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Mod only "freezedown" event

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Experimental coolant is switched on and immediately starts destroying everything

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There's a chance to save the reactor until it breaches the containment vessel

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from there it develops into a black hole and destroys everything