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Negative Mass

Gravity-Driven Combat & Systems Prototype

Negative Mass is a third-person sci-fi action prototype exploring how gravity manipulation can reshape melee combat, movement, and environmental interaction.

What this Demo Includes:

• Souls-inspired melee combat
• Physics-based gravity abilities
• Environmental puzzles
• Combat arena culminating in a duel against an assassin-style boss

Combat Design Goals

Skill-Based Encounters

As a fan of souls-like games, I want every battle to reward precision, timing, and the careful management of resources. The ability to read and adapt to enemy patterns should be the ultimate key to success.

Buildcrafting & Player Expression

Taking inspiration from ARPGs, the long-term goal is to allow players to shape their playstyle through different weapons, abilities, and gravity powers

Physics-Driven Gameplay

Gravity manipulation introduces a new layer of player agency. Environmental objects, puzzles, and combat interactions all respond to gravity forces, allowing creative solutions beyond direct combat.

Expandable Systems

The prototype is designed as a modular framework where new enemies, abilities, and environmental interactions can be added quickly. Each system is built to support experimentation and iteration.

Gravity Interaction System

Targeting System

A targeting system highlights objects that can interact with gravity abilities. This provides clear visual feedback and helps the player quickly identify elements that can be manipulated.

Gravity Objects

Environmental objects can be marked as gravity-enabled using a modular script. Any object with this component can respond to gravity abilities, hold their weight class, and allow me to easily build puzzles and interactive environments.

Gravity Abilities

The player currently has access to four gravity abilities that manipulate objects through directional forces or area effects.

Impulse Push

Applies a directional burst of force that pushes a targeted object away from the player.

Impulse Pull

Applies a directional force that pulls a targeted object toward the player.

Field Pull

Creates a localized gravity field that pulls nearby objects inward toward a central point.

Field Push

Creates a localized gravity field that pushes nearby objects outward from a central point.


Boss Combat

Key Features:

  • Reacts to players actions, with a tweakable “reaction time”

  • Initially starts as a relatively even-matched duel

  • Transition to Phase 2 at a health threshold

    • Sudden boss power spike adds extra damage and hitbox to every attack

Biggest Inspiration:

  • Lady Maria, of the Astral Clocktower

Iteration History

FINAL NOTE

Negative Mass represents an evolving systems prototype exploring how gravity manipulation can reshape action combat and player interaction with the environment.

This project continues to serve as a sandbox for testing new mechanics and design ideas that may eventually form the foundation of a larger sci-fi action game.