May 24, 2025 · Projects

FusionForge - The FusionForge Project & MVP (Part 2)

Doc:

In this short post, I want to dive into what the core gameplay loop of this game is and what the original MVP requirements are that I set myself to have a base to work off of.

The core concept of the game is pretty simple, you are in charge of a fusion reactor, which spawns and accelerates different particles towards each other. These element particles will fuse together to unlock and create new elements and generate resources for the player to use to buy upgrades and make their reactor more performant. Your reactor is a hungry beast, constantly munching Energy to speed up particles. Plus, its Stability takes a hit every time those little guys smack into the walls. Each collision, though, is a chance to earn Money and a smidge of Energy. The dream? Keep upgrading until you're the undisputed lord of the periodic table.

Core Gameplay Loop

So, what's the 'gameplay loop'? Think of it as the rinse-and-repeat cycle of what you actually do from the moment you hit 'start' to when you inevitably realize three hours have passed

Here is the core gameplay loop:

  1. Start a run: Start up the Reactor! It will spawn in particles until either the energy, or stability is depleted.
  2. Observe Reactor Activity: Elements (e.g., Hydrogen) spawn and move within the reactor. Elements are constantly accelerated by the reactor, at the cost of energy.
  3. Manage Collisions and Collect Energy:
    1. Elements striking reactor walls or each other generates Energy, this Energy is gathered by hovering the mouse over collectible icons
    2. Wall collisions significantly slow particles and replenish a proportional amount of Energy. Element-on-element collisions cause less slowdown but replenish a substantial amount of Energy.
  4. Induce Fusion for Greater Gains: Under specific conditions (like element type and speed), elements fuse into heavier types (e.g., Helium). Fusion generates larger amounts of Energy.
  5. Accumulate Monetary Resources: Money is generated throughout each game play session (a "run"), based on the amount of collisions that run. That money is added to the player’s total
  6. Invest in Upgrades: Spend the earned Money on a variety of upgrades, improve reactor efficiency, unlock new element types, or increase the probability of fusion by reducing requirements.
  7. Repeat the Cycle: After upgrading, players return to the reactor to observe the effects of their improvements and continue the game play cycle.

The progression goal, is that after each run and each major upgrade purchase, the player feels a sense of progression, in that their reactor is upgraded and performing better.

MVP Requirements

Every grand idea for a game, including FusionForge, needs what the cool kids call an MVP – a Minimum Viable Product. I prefer to think of it as the "Fingers Crossed, Hope This Is Fun" version. It's the absolute leanest, meanest, most stripped-back version we can build just to see if the core idea has legs, or if it’s back to the drawing board for that Competitive Nap Simulator I've been dreaming of. Here’s the checklist for FusionForge's first outing:

  1. Basic Reactor UI & Boundary
    • First things first, we need a visual playground for our elements. Think of it as the reactor "walls" – a clearly defined space so we know where the particle-smashing action is supposed to happen. No fancy décor needed yet, just the box.
  2. Hydrogen & Helium as starting elements
    • We'll kick things off with just one type of element (good old Hydrogen, you're up!). The absolute make-or-break part here is getting the physics to feel right – how it moves, bounces, and generally behaves. If the star of the show moves like it's stuck in treacle, we're in trouble.
  3. Collisions & Physics Simulation
    • Our little element needs to be able to collide – with other elements (once we have more than one) and with the reactor walls. Crucially, these fender-benders must generate that all-important Energy. This is where the "earning" part of the loop begins.
  4. The Bare-Bones Game Loop
    • The fundamental rhythm of the game has to be there: kick off a "run" in the reactor, let the elements do their chaotic dance, have the run end (probably when Energy tanks or the reactor throws a fit), grab any Money earned, spend it on some rudimentary upgrades, and then dive back in for another, hopefully slightly more successful, attempt.
  5. A Single, Simple Fusion
    • We need to prove the "fusion" part of FusionForge isn't just a fancy title. At least one basic fusion reaction, like two Hydrogens smooching to become Helium, needs to be working. This is to test that little thrill of creating something new and getting a bigger energy reward.
  6. Basic Upgrade UI
    • A rudimentary interface for players to see and buy upgrades is a must. It doesn’t require the full, glorious upgrade tree with all its branches yet, just a functional way to spend that hard-earned Money to improve something for the next round.