In the overview the main features of the game are summarized. Some deeper technical and conceptual aspects and design choices are shared here.
/More a framework or engine than a particular implementation/
Long term goal: other non-conventional input methods/VR.
User interaction: Each level has its own mechanics and evolution, nothing is static on the scene. Most mines are performing their own smooth, circular, ever changing motion patterns. The player is also moving on rounded, roughly predictable wave-like orbit around (or inside) a mine. Gaze direction and zoom level is also The player also has multiple gestures to interact with the level (rotating the mine for example) and altering her own position, but it costs energy (configurable per-level). This mechanism ensures that she will rely on the natural mechanisms
Modular structure
In order to keep the player interested and avoid repeating the same challenges the game is designed to be entirely modular. All main aspects can be modified or replaced to make each level unique. From lighting to mine structures , spawned mineral sets, motion configurations and many others are created to be composable for each level in a mix and match manner. Even game logic code pieces can be mixed in by drag and drop when deeper customization is required.
Goal, scene setup and control variants
The original level type used to be the closest analogy of 2D matching games. The “tiles” can be accessed from all perpendicular directions, there are no “external” scene obstacles. The mine is however in permanent motion, making precise touches a challenge itself. Even this basic layout would allow creating arbitrary number of different levels and difficulties by varying the grid structure, minerals and all other modular features.
With the modular structure we can however easily create significantly diverse level types that differ even at the conceptual level from the basic “collect gems” scenario. These will serve many purposes: They fit to the the main story and support it by revealing new pieces of it. They also give rhythm to the sequences of levels avoiding monotony. Just as important is that they are designed for different skills, so they balance the challenges and difficulties among various player types. Everyone will meet levels best suiting them at every few steps on their journey.
Some of the potential variants are highlighted below. Please recognize the difference in their goal/mission, static/dynamic nature, positive/negative/neutral relation to the environment, difference in optimal strategy (act as fast as possible vs. search patiently for good spots), their purpose (challenge the player vs. teach her), etc. See the image captions for details.
Lighting variants
We can achieve a significantly different level by only tweaking the light and fog conditions. Besides improving aesthetics, the same arrangement can be tuned from easy to challenging by merely changing light conditions. While everything is in motion and you have milliseconds to act, colors and contrasts may stand between win and failure.
The final lighting is composed of both Unity’s scene lighting features and the light sources added to the mine and the player. These are implemented together as per-level light conditions and can be ‘drag’n dropped’ to any of our level designs after tuned once. Some examples to light (and difficulty) variations:
‘Live’ tuning of the lighting while the game is running:
Mineral types
The minerals that you find on the levels – by the story – are more or less living creatures depending on where they are actually on their multi-century evolution process and much they already absorbed life under these extreme circumstances like heat and pressure. Other than that, minerals belong to different categories:
- bulk minerals: The majority of those you ever meet. They can be taken by woken up (touching them) in correct formations. Some of them also have energy or oxygen content.
The player needs to know what formation is required to take them. Some of them can be taken simply in pairs, for taking others you need at least three identical neighbors. (More complex formations are also defined, but – since too many forms confused players – they became optional, now giving some bonus. E.g. when the player takes five coals forming a cross, etc.) - rocks, walls: These occupy predefined positions of the mine and come in different flavors. Some of them are completely invulnerable, others can be completely destructed in multiple steps – usually at some cost of energy. (A few can be destructed only with different tough metals like titanium, that needs to be mined first… but players won’t meet them in earlier levels to avoid confusing them.)
- rare minerals: These items appear only occasionally in mines. On some levels they are not even spawned randomly like other minerals, but created as a “reward” in reacting to some game event or user’s accomplishment. Rare minerals can serve as entrance condition to later levels, but they are also used as power-ups. There are multiple “super-powers” these crystals can have from emitting light, to multiplying energy.
- hostile minerals: Later levels can be made increasingly more difficult if we start punishing missed touches. A few specific minerals are spawned in the mine that the player should NOT ever touch. The negative effect is adjustable from exploding the direct neighbors and draining player’s energy to being even instantly lethal. They can however be part of the strategy, by sacrificing some energy, the player can demolish walls with their help. Others, like ozone although hurt the user’s energy but provide oxygen, in critical situations may be worth touching.
- immaterial: Some objects cannot be collected or touched by the player, still behave like others in the mine (occupy a grid position for themselves, rotate with the mine and obey the same mine evolution rules). These objects still can have an impact on their neighborhood by their presence. (Through their heat or electric effects.)
A major design principle is to avoid confusing the player despite having many different minerals. By design there are only few things that really need to be remembered about them. Besides that, detailed information is available in multiple forms during the game. (A mineral catalog is available while playing, also immediate access is available to the last touched mineral’s page.) The players attention is also driven to new mineral types whenever a level brings a new one. Some visual clues help with the most important properties (see in screenshot below)
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Power-ups and the belt
For each challenging component of the game (light conditions, levels motion, time and resource pressure, etc.) there are assigned power up properties that can be freely configured to rare minerals. They should not make the game too easy however, so some rules apply. Although they may get further fine tuning, after experimenting with multiple variants the main rules seem to be well balanced.
For ensuring easy access the player can bring only a few minerals to the game no matter how much he owns. They are shown at the lower edge of the screen in an area called “the belt”. By default the belt has only three slots for minerals (power ups), but bigger ones may be earned as rewards on later levels or offered as IAP.
Power-ups are activated on the belt by touching them. The remain active for a limited period after which they need some time to rest up. Also, we do not want them to completely eliminate the corresponding challenge from the game, so with each activation they wear off (they loose some fraction of their weights) an vanish when fully exhausted.
The belt can be configured before the entering a level. How much from the owned crystals the player wants to place on the belt. Since during the game the new special crystals can also be collected only by placing to an empty slot (of throwing those already occupying a slot), the player needs to make strategical decisions: does she expect to find new crystals and leaves room for them or should she fully pack the belt.
Story
The player wakes up in a hell like environment. Before fully regaining consciousness and her vision clears, a blurred figure welcomes and tells briefly what happened and what this world is. Basically, a kind of underworld (described in a religion-agnostic way) where the dead souls finally arrive and are cleansed, sorted at extreme pressure and temperature before they are ready to their next journey. The entire area with bodiless souls and evolving minerals is nurtured by people being stuck between the two worlds.
Later, throughout the game it becomes clear to the player that in the abyss there is no clear distinction between living and lifeless material, everything is pervaded by those souls, although not uniformly. Step by step her mission is revealed: very few has ever made it out yet, but the only possible way to get back to her world and her enervate unconscious body is to collect all the most intensely soul-filled minerals that the human body is made of. (Collecting all possible formations of rare minerals during her journey while completing the sequences of levels.)
Tutorials
To make it easier to introduce both the story and the new concepts, the game contains an internal “engine” that takes control over game events, processes and – when needed – user’s control in a scripted manner leaving only parts of it to the user. Meanwhile description is provided about the story and the new things to learn.
Technical details
Level definition
For maximal flexibility….
Skeleton, predefined minerals, valid grid positions, assigning to level, editor tools, make video
Minerals definition
Main properties, categories (overview goes above the tech part),
Areas and navigation, reentrant play
Instead of having one long sequence the game is divided into ‘areas’. 10-20 levels belong to each one. When entering a new area only a few levels are revealed to the player. Completing them successfully reveals new ones. Opening a revealed level has an assigned cost that the player must pay for the privilege to enter. This is expressed in minerals and other resources that she needs to collect. This decision brings some ‘economy’ and strategy above the levels and avoids monotony by simply completing them one by one.
The navigation screen tells the properties of the mine and the entrance cost that the player can accept or refuse. Note, some mines are not mandatory to complete, however skipping them also skips potential rewards.
Sometimes the player may need to go back to earlier mines to collect the ‘entrance fee’ for a new one. The navigation scene helps with information, mine names, screenshots to recognize which one the player wants to enter again.