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A hobbyist game designer since 2004-5. Started by figuring out what I would have done with my favorite franchises, like Poke'mon, Spyro the Dragon, HER Interactive's Nancy Drew series...and SONY's wipEout. It's why I'm here. wipEout went down. Pacer's a waste of opportunity.

eSports're the future. The U.S. - and the world - needs an Anti-gravity Racer which was conceived and is designed, as an eSport. Like mine.

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A so-called “Sci-Fantasy” & tactical combat Racer, Feet Per Second is currently intended to be initially developed with Unity 5 and to have 3 incarnations(the last of which is aimed at Unreal):
FPS 3-2-1 = a ‘casual’, introductory version, for Mobile; 2D/Top-down view.

FPS 0 = the harder-core, ‘dedicated’ eSport, for Mobile; 2D < 3D/Top-down.

& Critical Mæss = hardcore, ‘dedicated’ eSport, for PC; 3D/1st-person view.


“3-2-1” will be truly F2P, only generating revenue via optional, highly incentivized Ads. “0” I have always intended to charge a fair Premium price for, but have now begun to consider releasing it as F2P, as well. “Critical Mæss” will definitely have a Premium price release.


Immediately follows what is perhaps, for some, the really exciting part:

50% of gross(or net) revenue, will be channeled into cash prize pools.


Cash prize events/tournaments are trouble, legally. Why it should be so hard for any business, company or, in this case, dev, to give back to its patrons, clients, players is, to me, well beyond common sense, even if there IS(?) sound reasoning behind such financial laws & regulations. I very recently had an industry veteran point out to me that even most AAA development studios and publishers, avoid cash and physical prize events/tournaments. He heartily recommended I simply steer clear of trying to implement cash prizes, and highly recommended that, if I am so determined to pursue such a risky and tricky course, the very first thing I should do is hire on a lawyer with the appropriate expertise. Now, the FPS Project is indie so, unless I could discover a fitting lawyer willing to consult either pro bono or for net profit shares, hiring such a specialist lawyer sooner, rather than later, just isn’t very realistic(even though I will look into it). What I can definitely do, however, is pledge that FPS will begin offering cash prizes as soon as reasonably possible and financially practical. All revenue - right from the very first $ generated by “3-2-1“ - will be split evenly down the middle, with half going into the growing cash prize pool. To await the happy announcement that cash prize events/tournaments have been legally implemented.

I want to offer cash prize events in “3-2-1”, but Google has strict policies against that, so it is extremely unlikely(if it is even a remote possibility). Apple may offer more leeway, so that may be a better bet, but I am not counting on it. “0” is intended to be the initial, cash prize eSport release, which will be available via Google Play if law and/or policy permit; or, if they forbid, for direct DL via a third-party site(I noticed Skillz has done this for some of the titles it offers). And, if/when “Critical Mæss” comes to fruition, it will be an exclusively cash prize eSport release.

50% of revenue into cash prizes has been my uncompromising vision for this franchise, since I conceived it as an eSport(even before I knew eSports actually existed) more than 10 years ago. If I thought there was a chance I will not be able to eventually implement cash prize events and tournaments for FPS, I would not move forward with production of even “3-2-1”. And if it does turn out sometime during development or after release of “3-2-1”, that introducing them won’t be possible, I will not go on to pursue the production of “Critical Mæss”…which is my dream. An integral part of my dream, this admittedly grandiose vision, is to, in effect, pay my players. Esports don’t play themselves; spectators show up to watch an eSport’s competitors. It’s high time far more devs and pubs themselves start giving back to their players, on a scale befitting their importance. Instead of clinging to the custom of relying on sponsors to put up prizes.

‘Enough about the money’…? Fair enough. So, here, have the preview the title promises.


5000) the maximum number of Competitor accounts to be made available for Critical Mæss.

2000-4000) the probable number of Competitor accounts to be made available(for “CM” only).

270) is the maximum number of Official tracks anticipated, for the U.S. Regional League(“CM”).

45) Official, regular Season events are to be held within every Regional League(all incarnations).

10 & 15) hrs: the strict weekly limits on competitor Practice time; “3-2-1”(latter) and “0”(former).

9) likely maximum of in-game Roles to be on offer, which include: Competitor Roles = Qualifier & Runner; Support Roles = Tactician & Techanic. Other possible Roles are: Rookie(competitor), Spectator, Sponsor, Cam Drone Pilot(official hires & hobbyists/freelancers) & Event Announcer.

6) the maximum number of dedicated servers/U.S. Regional League divisions of competition.

5) hrs: the strict weekly(Monday-Friday) limit on competitor Practice time, for Critical Mæss.

4) distinct variants of Standardized Track(two are ill-suited to 2D/unlikely to appear in “3-2-1”).

4) “Degrees” of competition, based on increasingly dangerous competition parameters, which are: Unarmed/Unarmored, Unarmed/Armored, Armed/Armored & Armed/Unarmored(all vers.s).

3) opt-in Classes of competitor: “Cau”(unique to “3-2-1”), Beta(possibly in “3-2-1”, definitely in “0” and Critical Mæss) & Alpha(possible in “0”, definite in Critical Mæss). With a special Class under consideration: “dElite”, which would be exclusive to survivors of the Armed Degrees of competition in the 46-48th yearly events(the Divisional, Regional and World Championships).

2) Ranking(‘leveling’) system: “R”(eal), for all incarnations & “s(im)-T”(raining), in “3-2-1” only.

1) basic Craft design(intended to eventually be customizable, down to its “race legal” frame).

Additionally: Bounty Hunting; Officially-sourced/new Parts & Supplies depots and certified, refurbished & non-certified/second-hand, unregulated Sales/Trading Markets; the seeking of Sponsorships of Regional Leagues & Divisions, and of Regular and special Events and single and/or bundled Tracks; Wagering with in-Game currency(“3-2-1” on); reimagined Craft/Track integration and movement mechanics; Official event ‘opt-outs’ and Qualifier runs(“0”+“CM”); solely Time - not progress or Rank-based - rotation of available, Official Tracks(all versions).


Hardcore, Realistic Gameplay, including :~:

Unusually deep pre-race Strategy, topped with common sense combat Tactics +

Total abandonment of the so-called “Arcade style”, for the elements of Combat.

Exclusively pre-race loading out, with Weight highly critical to Craft performance.

Feat. “Permadeath”: no respawns(“Cau”); 3-30 days(Beta) & 2-3 Seasons(Alpha).

Multi-faceted Resource Management: graded Air & Fuels; also, Power harvesting.

Entry Fee(in-Game currency) mechanic, to ‘wash out’ poorer “0” & “CM” players.

Logic-based aspects of Maintenance, requiring time and in-G currency(“0”-“CM”).


Plus, Unique To “3-2-1” :~:

Publicly Available Track Editor; Official Submission process and private Event hosting.

A few, generally obtainable, ‘collectable’ and salable/tradable items(as ‘reward drops’).

Wagering with “Real” Rank points, Parts & Supplies and Un-official event collectibles.

“Real”-Rank-based avenue for any competitor to Qualify their way directly into “0”…


I have also long been toying with the concepts of :~:

A special, “nTandem” Degree of competition(feat. 2 players in 1 Craft = Runner & Tactician).

Micro/minor sponsorship by any Spectator, of (struggling?) solo competitors, via Fan Clubs.

Betrayals - by means of Sabotage & Spying - and/or B(l)ack Market parts & supplies dealing

Alliances/Factional alignments and/or special, Team-based events and/or tournament series.

Challenger Duels ~ Events for one/a few high Ranking competitors and many of lower Rank.

Anti-cheat Implemented < Cheat Detection ~ with live, in-race executions of proven cheaters.

Strict Regulations(‘PROhibitions’) ~ against middling/top tier Professional gamers(“0”+“CM”).

“Pros & Cons” Tournament Series ~ Pro gamers vs. current and Ex convicts(mild-er offenses only), the former playing for charities, the latter free to also donate(or to keep their winnings).


^That^ is by no means a completely thorough overview of my concepts and design for FPS, but it is circa 60-75% of my vision, without diving very deeply into too many, specific details.

I would just like to add a few more things about cash prizes, regarding my payout system. I do not approve of - nor am I impressed by - how all/most of the current top eSports, pay out the bulk of their cash prize pools in huge/larger sums to relatively few players. I understand their system and I recognize that it is the accepted and typical industry norm. However, I am not in game design and development, to do what is widely accepted and certainly not what is typical. I am stepping up - and bringing forth the Feet Per Second franchise as a contender in general, and especially in its sub-genre - to push the established boundaries…and break barriers. I will do what I think is best, and what I think is right. Which is spreading the cash prize pool around to a lot more competitors, in far more reasonable amounts. My immovable objective is to pay out cash prizes from the pool, to every Official Event competitor whom manages to survive.

I don’t mind at all if FPS’ middling and top tier eSport competitors make a goodly portion - or even the entirety - of their yearly income from it. That is, in fact, my intent. But I do not believe it is right for individual players to earn 100s of thousands of dollars per year - be it from cash prizes or sponsorship/other - by simply playing a game...sitting on their tush. Even my game.

‘What about me?’ I do believe that ‘the sauce fitting for the goose is good also for the gander’. My business’ share of net profit(8% of only the U.S.’ share of whatever total, worldwide Rev is) will be capped(@ $300-30k annually, net), as well as the annual salary I will be awarding myself out of it. Single and without any financial obligations, my salary will start at $30k(net), and only potentially rise to $89k(also net), if I happen to get married and end up having as many as four children. You can bank on it. I may be an especially odd duck, but I waddle a straight line. I am also fully intent on holding my part-time day job, for another 40 months, regardless of when my annual salary from the FPS Project, will eventually kick in(hopefully late ‘23 or sometime in ‘24). Also, to not claim the up to 8% portion of any Patreon funding, to which I will - technically - be entitled, unless I absolutely have to. And to invest a minimum of $15k and a maximum of $40k of my own money, directly into the initial Prototyping and, perhaps, into the full development.

On a final, very possibly, overly positive note, my current plan is to “add” FPS 3-2-1 to IndieDB within Q1, and launch the FPS Projects Patreon sometime in Q2; with the public offering of the playable Prototype perhaps being made within ‘22, and the early access release of “3-2-1”s first phase of development potentially being published to Google and/or Apple within ‘23.

Ask Me Anything(but choose wisely)!

Regards, sincerely,
~ M.E.L, creator/designer and aspiring dev, FPS Project.

P.S. Oh. And do try to have an un-forgettable/regrettable New One.

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