Your mainstream FPS isn't fast enough, so we're making Catalyst!
Attrition: Catalyst™ is a passion project of over a decade, an online first-person shooter and cooperative base building game where teams work together to assault player-constructed bases. In many ways, it's similar to Tribes: most units can fly to one extent or another and there is a heavy focus on explosive weapons and skill-shots.
A tower made of crystals stands tall at the top of a hill, surrounded by a bubble shield and several smaller buildings. Pulses of energy zip down from above along a rail of light, electrifying the tower. Inside, a burst of water is frozen instantly in a forcefield, before particle beams lance into it from every angle. Inside the ice, a dark shape quickly takes form.
BOOM! A final power surge bursts the ice and a plasmatic fire is born inside, as the crystalline form surges to life. The air itself popping and crackling with the power of a sun contained in the drone's dual cores! Your camera takes instant control of this lightning fast war machine as you scream towards the shield barrier and collide with the force of a freight train, bursting through the other side with a counter-shield emanation and a shower of energy. As you scream towards the enemy base, gaining speed, you're spotted by a massive defender, the blast cannon in it's chest fires a burst of explosive plasma, the shots barely missing you on all sides. The behemoth realizes that it's seconds may be numbered, lumbers backwards as you weave and flit, desperately avoiding a rain of projectiles. Finally, you slip between the feet of this mammoth machine, firing your jump jets for a burst of altitude and unleash a mighty salvo directly at it's core exhaust.
Lucky shot! One of the blaster rounds enters the tiny opening and your mighty opponent instantly erupts in a sphere of plasma and shrapnel, annihilating your drone and damaging the enemy defenses. Your camera cuts back to your fabrication tower and you select a walker of your own, ready for the enemy's impending retaliation.
Though the first effort to create Attrition didn't work out I've stayed on task and developed the game over time, adding artwork and programming it while working on client projects. Now, it's fully programmed and it's up to me and a passionate team of friends and colleagues to put all of the pieces together. Hopefully, with your help, we can make it a reality!