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

2) Targeting

While a target is locked, all targeting readouts and mining checks reference that node only.

3) Mining

If any gate fails, the beam is blocked and extraction is zero.

4) Extraction math (distance-only)

Extraction rate is deterministic and updates continuously.

5) Resource nodes

Each node shows:

The outer ring is the node’s remaining percentage; it drains as mining progresses. When empty, the node becomes inert.

6) Cargo hold behavior

7) Beam visuals

Mining uses a twin-rail tube beam:


The 4 HUD elements

HUD 1 — Top-left Controls Card

Purpose: instant operational reference.

Shows:

This is the “how to drive it” panel.


HUD 2 — On-screen Target Tooltip (near the cursor / scene)

Purpose: low-latency targeting feedback.

Behavior:

This is the “what am I interacting with right now” panel.


HUD 3 — Bottom-left: Cargo Hold Panel

Purpose: the payoff meter.

Contains:

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:

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:

This is the “why is mining working or not working” panel.


What this POC proves