W.I.P. Game Concept Elements:
Recently recruited by a close friend planning on going into game development, I began work on the weapon, ammunition, armor, and other assorted props for his current futuristic Mil-Sim FPS game concept (currently a work in progress). The current stage of modeling I'm in is revolving around concepts for ammunition for the various weapons in the game, most notably that of the directed energy weapons. We want the guns to still have a very "real" feel to them, as the game is set in the relatively near future, and wanted weapons that are more grounded in the Sci-Fi universe to have a very tangible, rugged, appearance. There also has to be a relative scale between the conventional munitions of some nations in the game and the energy based munitions as well. This lead to our concept that cells would have a set amount of charges relative to the wattage that they put out, keeping the ammo count from small to heavy arms comparable to those using traditional powder weapons.
The first set of images are of the current concept (subject to change) of the 42MW Pulse Cell, which can fire rapid fire pulses of energy at a rate of 80Hz and 10 charges per cell. Since the technology is relatively new, cells are both bulky and unable to hold large charge capacities. So, to counter this, cells of this size are loaded into a "carousel" of sorts that cycles fresh and depleted cells in and out of the firing chamber. The back of the cell, which is met by the control column (comparable to a bolt and bolt carrier assembly on a present-day rifle), contains three ports which correspond with the plugs and striker on the column when in firing position. The bottom port contains a 3-Pin plug assembly which allows the carbine to deliver the activation and charging sequence to the cell, prepping it to fire. The upper-left port contains a Single-Pin plug which allows the cell to transmit a "primed" signal back to the carbine to indicate that it is fire-ready. The last port contains a pressure plate which is struck by a striker pin in the column-head when firing, which activates the discharge circuit, firing the weapon.
--More Hardware/Renders Will Be Uploaded as They Become Available--
Recently recruited by a close friend planning on going into game development, I began work on the weapon, ammunition, armor, and other assorted props for his current futuristic Mil-Sim FPS game concept (currently a work in progress). The current stage of modeling I'm in is revolving around concepts for ammunition for the various weapons in the game, most notably that of the directed energy weapons. We want the guns to still have a very "real" feel to them, as the game is set in the relatively near future, and wanted weapons that are more grounded in the Sci-Fi universe to have a very tangible, rugged, appearance. There also has to be a relative scale between the conventional munitions of some nations in the game and the energy based munitions as well. This lead to our concept that cells would have a set amount of charges relative to the wattage that they put out, keeping the ammo count from small to heavy arms comparable to those using traditional powder weapons.
The first set of images are of the current concept (subject to change) of the 42MW Pulse Cell, which can fire rapid fire pulses of energy at a rate of 80Hz and 10 charges per cell. Since the technology is relatively new, cells are both bulky and unable to hold large charge capacities. So, to counter this, cells of this size are loaded into a "carousel" of sorts that cycles fresh and depleted cells in and out of the firing chamber. The back of the cell, which is met by the control column (comparable to a bolt and bolt carrier assembly on a present-day rifle), contains three ports which correspond with the plugs and striker on the column when in firing position. The bottom port contains a 3-Pin plug assembly which allows the carbine to deliver the activation and charging sequence to the cell, prepping it to fire. The upper-left port contains a Single-Pin plug which allows the cell to transmit a "primed" signal back to the carbine to indicate that it is fire-ready. The last port contains a pressure plate which is struck by a striker pin in the column-head when firing, which activates the discharge circuit, firing the weapon.
--More Hardware/Renders Will Be Uploaded as They Become Available--
Pictured Below:
First draft of Carousel loaded with 5 of 6 energy cells
First draft of Carousel loaded with 5 of 6 energy cells
Pictured Below:
Near final draft of Mid-Weight military directed energy cannon (turret)
Near final draft of Mid-Weight military directed energy cannon (turret)