Galak-Z Feature Descent

INERTIA-BASED SPACE SHOOTERS

 Unpopular but incredibly rich genre – low production values, complexity, and TRADITIONAL odd and punishing rulesets limit SpaceWar! TOP-DOWN RACING ROGUELIKES Roguelikes from mass popularity for 3 GAMES decades.

 Portable systems make  Random level generation rogue structure more  No permadeath, eases acceptance by mass palatable – better audience match game over /  NEW loot system – encourages replayabilty, restart patterns gives reason for no permadeath rule  Track-based, but clear understanding of space due to overhead perspective Context of racetrack + no need to  Diablo structure with FPS mechanics: the  Low production values  turn around solves movement difficulty loot grind, plus action! Replayability  Art, tons of stuff & items,  Movement too realistic, too BUNCHES OF SPACE SHOOTERS NO of space sims increased because action scenarios have script make this accessible punishing – hard to approach ONE CARES ABOUT more depth to broader audience as a new player

structure in different genre – the breakthrough  Physics interactions combine with random level generation for great depth, MODERN SHOOTERS replayability  Physics interactions allow for storytelling encounters – interesting, surprising events  space structure  Framing device of  Enemy units tightly balanced in roles PROGRESSION constant progress  Player pushed to vary encounter range,  Rich world  Persistent Loot: maintain player interest intensity due to layout, weapon load  Death Penalties Lessened to broaden appeal  Varied abilities in action framework + random  AI flanks, flees, telegraphs  Replayability Promotes Exploration of Depth: combinations leads to replayability: all items  Regenerative shields combat engine is deep enough that player s are seen within a handful of playthroughs, learning curve can expand over dozens of hours; but witnessing all item combinations requires loot system encourages that much playtime dozens of hours  Worlds – art tilesets, with dungeons randomly  Bases in wilderness: geographically structured as generated within; player moves back and forth camps that player approaches at leisure  Arcadey Mix: harsh physics of between worlds, to generate sense of progress Assault + Stealth + Explosive mix, at player s choice  CONTROLS inertial movement softened,  Enemies get reinforcments, fights can spill beyond making it more approachable while Long-term progression through initial bounds retaining depth  spaceship unlocks  Added Breadth: more weapons, Concrete sub-achievements (beat abilities, smart enemies  encounter, beat sector)  Space Flight as a : New mechanics to structure: RTS-like shoulder buttons control spaceship   Wilderness as antagonist / wildcard troop movement  Systems & mechanics marked with aids, with the depth of a racing game explicated to help player learn  Shift sectors by moving between islands  As Spelunky, but with broad, obvious progression LEVEL DESIGN  Keep Long-Term Progression (through Diablo-like  Room layouts pre-generated, COMBAT DESIGN upgrades) partially randomized, allowing for  Keep Structured Levels expressed through random tighter action ABILITY DESIGN generation within parameters fitting pacing arcs  Short Sessions with real consequences – death is a ENEMY DESIGN present threat, risks losing unique powerups and loot  Smart Tactical AI -> hunt player, perform as guards in collected STEALTH a stealth game, group-aware, reinforcing  Procedural Level Design expresses varied combinations of  Deep Player Mechanics -> which weapons for which toylike level elements scenario? Consumables vs. unlimited primary weapon,  Honest Difficulty – sometimes, a room just is hard; player cover vs. assault vs. stealth evaluates scenarios with more tension, without the  Player-Controlled Intensity -> scope out base, go in in cushion of the designer s hand myriad ways, retreat when necessary LONG-TERM PACING

 Progenitor of modern stealth PROCEDURAL LEVEL DESIGN  Enemy vision cones  Stealth made accessible! CONSEQUENTIAL PLAY SESSIONS  Events with sound radii  Clearly visible mechanics PROCEDURAL SANDBOXES  Enemies on patrol, break to investigate disturbances  Execution lowered to emphasize  Tools to break out of alerted situation stealth planning  Basics of stealth gameplay engagement curve  Infinite exploration  Easiest, most seamless building system in a game MULTIPLAYER STEALTH DESIGN  Stealth as a means of player expression – as in Far Cry, players can approach situations to observe, then break into fighting when they fail stealth  Exposed Mechanics: stealth component ENVIRONMENT AS ECOSYSTEM made easier by very clear feedback LONG-TERM DISCOVERY  Moving Stealth: stealth gameplay changes  Easy drop-in, drop-out due to player s inertial movement  Discovery as Gameplay: environment rules are co-op  Add game structure, mechanics to Minecraft rich enough that the player is continually  Player discovers mechanics through crafting  Enemies scale to  Added complexity sets audience as largely learning about the world and game effects by  Roguelike session lengths, emphasis on accommodate more subset of Minecraft audience – more paying attention player knowledge players traditional , those with more tolerance  Procedural Combinations: random generation  Mechanics expressed through environment  Bias towards reward for complexity puts interesting combinations of world elements interactions everyone over only together, which are rich enough to cause finishing quests, loot for BOUNTY HUNTER interesting, unexpected effects host CO-OP DESIGN

 Versus gameplay within AND YOU! context of single player