This proof-of-concept demonstrates the core extraction loop: move → lock a resource node → mine within range → watch the node deplete and cargo fill. It is intentionally single-screen, deterministic, and built for visual clarity.
Game mechanics
1) Movement
- Controls: WASD / Arrow Keys
- Behavior: direct movement (no inertia). The ship stays inside the playable area above the HUD strip.
2) Targeting
- Hover: previews a node (no commitment).
- Left-click: locks the target node.
- Right-click / Esc: unlocks the target.
While a target is locked, all targeting readouts and mining checks reference that node only.
3) Mining
- Hold Space to mine the locked target.
- Mining only runs if all four gates are satisfied:
- Target exists (you have a locked node)
- In range (distance ≤ ship range ring)
- Cargo not full (space remains in the hold)
- Node not empty (remaining amount > 0)
If any gate fails, the beam is blocked and extraction is zero.
4) Extraction math (distance-only)
Extraction rate is deterministic and updates continuously.
- Distance falloff: closer = faster (linear), with a minimum efficiency floor so it never becomes useless while in range.
- Node difficulty: some resources mine slower than others (difficulty reduces effective rate).
5) Resource nodes
Each node shows:
- Resource type (Ice / Ore / Rare)
- Capacity (fixed per node)
- Remaining amount (depletes as you mine)
The outer ring is the node’s remaining percentage; it drains as mining progresses. When empty, the node becomes inert.
6) Cargo hold behavior
- Cargo is a shared capacity across all resources for this POC (one bar, multiple segments).
- Cargo never overfills; if you hit the cap mid-beam, mining stops immediately.
7) Beam visuals
Mining uses a twin-rail tube beam:
- Two parallel rails form a narrow “tube”
- Particle/ember material flows up the center of the tube toward the ship
- Resource type influences the beam/particle look
The 4 HUD elements
HUD 1 — Top-left Controls Card
Purpose: instant operational reference.
Shows:
- Move: WASD / Arrows
- Target: Hover + Click
- Mine: Hold Space
- Unlock: Right Click / Esc
- Rule reminder: beam is distance-only and mining requires the gates to pass
This is the “how to drive it” panel.
HUD 2 — On-screen Target Tooltip (near the cursor / scene)
Purpose: low-latency targeting feedback.
Behavior:
- When hovering: shows what node you’re pointing at.
- When locked: confirms the locked node and shows resource type + remaining plus the “Hold Space to mine” reminder.
This is the “what am I interacting with right now” panel.
HUD 3 — Bottom-left: Cargo Hold Panel
Purpose: the payoff meter.
Contains:
- Cargo bar: total fill vs capacity
- Per-resource totals: Ice / Ore / Rare amounts accumulated
- Extraction Rate: current units per second (only non-zero while mining)
- Efficiency: current effective efficiency (distance falloff × difficulty)
- Range and Distance: range limit and live distance to the locked node
This is the “am I gaining resources and how fast” panel.
HUD 4 — Bottom-middle + Bottom-right: Target Inspector + Beam Status
Bottom-middle: Target Inspector
Purpose: precise target state.
Shows, for the locked node:
- Node ID
- Resource type
- Remaining
- Capacity
- Difficulty
- Time to Empty (based on the current extraction rate)
This is the “what is this node and how long until it’s drained” panel.
Bottom-right: Beam Status
Purpose: explain mining state and failures.
Shows:
- State: NO TARGET / READY / MINING / BLOCKED
- Block reason when blocked (e.g., OUT OF RANGE, CARGO FULL, NODE EMPTY)
- Gates counter: e.g., 4/4 means mining is eligible
- Beam mode: twin-rail tube
- Distance falloff reminder
This is the “why is mining working or not working” panel.
What this POC proves
- Targeting is unambiguous (hover vs lock).
- Range is readable and enforced.
- Mining is deterministic (numbers correspond to visuals).
- Resources deplete visibly and cargo fills visibly.
- Failure states are explicit (you always know why the beam is blocked).