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Home/r/IndieDev/2025-07-12/#destructible-physics-shooter-optimized-pc
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Fully Destructible Physics Shooter - Optimized for 2010 PC

r/IndieDev
7/12/2025

Content Summary

A high school student is developing a fully destructible physics-based shooter game called FUELD using Godot Engine, targeting release before graduation in May 2026. The current prototype uses Gridmap nodes for destruction effects but requires optimization for 2010-era PCs. Key challenges include improving Minecraft-like graphics with slope implementation and meeting tight deadlines. The developer plans to create devlogs inspired by "Smash is Broken" videos to document progress.

Opinion Analysis

Mainstream opinion supports the developer's ambitious project, with humor about the title misinterpretation ("Physics Computer"). No significant conflicts exist, but comments highlight the tight development timeline as a concern. The developer acknowledges optimization challenges and graphics limitations, showing openness to feedback. The planned devlog approach is viewed positively as a community engagement strategy. Overall, the discussion is encouraging with focus on technical execution rather than debates.

SAAS TOOLS

SaaSURLCategoryFeatures/Notes
Godot Enginehttps://godotengine.org/Game Development EngineOpen-source, Gridmap node used for destructible environments

USER NEEDS

Pain Points:

  • Optimization challenges for older hardware (2010 PC)
  • Minecraft-like graphics needing improvement
  • Time constraints with less than a year to complete development

Problems to Solve:

  • Improving visual quality (e.g., adding slopes to reduce blocky appearance)
  • Optimizing performance for target hardware
  • Completing game development before graduation deadline

Potential Solutions:

  • Implementing slope features to enhance graphics
  • Further optimization techniques
  • Creating devlogs for structured progress tracking and feedback

GROWTH FACTORS

Effective Strategies:

  • Using open-source tools to reduce development costs

Marketing & Acquisition:

  • Planning devlogs structured like popular videos (e.g., "Smash is Broken" format) to attract audience

Monetization & Product:

  • Targeting specific hardware (2010 PC) for niche market appeal
  • Focusing on unique selling proposition (fully destructible environments)

User Engagement:

  • Soliciting community feedback on Reddit for improvement ideas
  • Building anticipation through devlog series