Nexus concept art and balancing the asteroids mini-game

Techtonica

Techtonica is a first-person factory automation game with a gripping mystery about mining your way out from the depths of an alien planet. Explore bioluminescent caves, mold destructible terrain, construct a massive subterranean factory. Dig your way toward answers & discover the secrets of Calyx.

Greetings, Groundbreakers! Today, we're going to pull back the curtain and give you a glimpse into the complex process of how we designed the new Nexus and balanced the heart-pounding action of the new Asteroid game mode in Techtonica. [previewyoutube=7j5ehmO2Z_M;full][/previewyoutube] [h3]The Nexus[/h3] The Nexus is more than just a pretty structure in Techtonica. You'll use it for fast travel throughout your subterranean world and to host the new laser minigames. We envisioned the Nexus as both functional and visually unique, drawing inspiration from the existing Production Terminals (like the LIMA terminal below) while incorporating elements unique to its role. [img]{STEAM_CLAN_IMAGE}/42118931/564306b04e1f153ae429b88cc26be35c27448482.png[/img] Our primary goal was to ensure the Nexus seamlessly integrated into the existing Techtonica aesthetic, particularly since it would be located near Production Terminals as fast travel points. To achieve this, we drew inspiration from the Production Terminal design while adding our own unique twist. We also wanted the Nexus to reflect its connection to the new laser minigames, which utilize holographic vector-inspired graphics. This led us to incorporate projector lenses into the design, adding a futuristic touch that complements the minigame aesthetic. [h3]The Design Process[/h3] Three structural mockups were created to get ideas about scale and usability. Version 3 was chosen because it had a balance of being visible at a distance and having an open pedestal which was necessary for Loot the Nexus. Having the arms was also helpful for adding the holographic projectors and lighting. [img]{STEAM_CLAN_IMAGE}/42118931/bc55b06d6ab84ada4d0faa26dba95a6b2b44a8df.jpg[/img] [img]{STEAM_CLAN_IMAGE}/42118931/0a6600fbb1ee27e5e65bfcbaa7213672ad8f3ebc.jpg[/img] [img]{STEAM_CLAN_IMAGE}/42118931/523895871cfb1d7eded29d407fc8c94cdca66fe5.jpg[/img] We then created a refined greybox of version 3. We wanted the Nexus to have brightness and a lot of lighting. [img]{STEAM_CLAN_IMAGE}/42118931/0ed5e008a703ea1c63cab6fbf3618f1e20740df9.png[/img] After the Model was finalized, a quick paintover helped us visualize the materials and their arrangement before diving into the final textures and effects. You can see the evolution of the Nexus in the images below, culminating in the final model with textures and captivating holographic effects. [img]{STEAM_CLAN_IMAGE}/42118931/88f94a6633986c0ec4732dbb6268327955038f26.png[/img] Here is a look at some quick concepts and various effects for the final textured Nexus model: [img]{STEAM_CLAN_IMAGE}/42118931/eeee47a49fef3c0ed82663eea0f6297d1aef21e3.png[/img] [img]{STEAM_CLAN_IMAGE}/42118931/962304bca4e025b901227e3bb2c211f4174bbfc2.png[/img] [img]{STEAM_CLAN_IMAGE}/42118931/7410f572cb513174202916d542160e805334d346.png[/img] [h3]Asteroids Mini-Game: Striking a Balance Between Challenge and Survivability[/h3] First things first, the Nexus health. We started with a small number but quickly realized it didn't allow much flexibility. So, we cranked it up! This gave us some breathing room to adjust the damage dealt by those pesky asteroids and the power of your health packs. More than just keeping you alive, we wanted to give you a chance to strategically manage your resources, utilizing health packs at the right moments to weather the asteroid waves. The higher Nexus health provides this opportunity, allowing for a gradual recovery rather than an instant game-over. It's all about striking a balance between challenge and survivability, ensuring a challenging, but also engaging and rewarding gameplay experience. [img]{STEAM_CLAN_IMAGE}/42118931/e39ab88a9d40a9aa208051cf14cb22fb2c17378d.png[/img] [h3]Crafting the Perfect Asteroid Onslaught[/h3] Now, let's talk about those space rocks. Every asteroid in the game is carefully crafted and tested. We've got spreadsheets (yes, spreadsheets!) full of calculations for things like asteroid speed, distance from the Nexus, and even the time you have to react before they make impact (which we call "Time To React" or TTR). We use the horizontal (X) and vertical (Y) distances from the Nexus to calculate the actual range (Z) of an asteroid. This, combined with the asteroid's speed, allows us to precisely determine the TTR. [img]{STEAM_CLAN_IMAGE}/42118931/8b0ee97dc1d6a85629c61bd0d16c90fa114cd6eb.png[/img] [h3]Reload Time and Accuracy vs. Wavelength[/h3] We also factor in your weapon's reload time and accuracy. We want to ensure that you can feasibly defend your Nexus against incoming threats. By analyzing wave lengths and potential asteroid quantities, we can adjust spawn timers and enemy parameters to create a fair but thrilling challenge. Let's say an asteroid has a speed of 10 units per second and spawns at a range of 10-50 units from the Nexus. This means you'll have between 1 to 5 seconds to destroy it before it hits. This might be a bit too difficult, so we need to adjust the parameters here. [img]{STEAM_CLAN_IMAGE}/42118931/63cdafbd6ce6c8a94433631a26311c87a4716830.png[/img] By comparing how much time there is for the wave and how many asteroids you’re given per wave, and assuming an accuracy rating of 45% (aka how well you shoot), let’s take a wave length of 60 seconds with 33-60 asteroids. [img]{STEAM_CLAN_IMAGE}/42118931/f29e5d543278cd3324bd02b2474dceeb8d534b3c.png[/img] This means the reload time of the gun doens’t need to be below 0.4, and above 0.8 is more than enough. This helps set the quantity of asteroids by ensuring it isn’t utterly impossible to beat, but still challenging. The chart below shows the maximum asteroid kills a player can get between the gun reload time and time between asteroids. Anything below a 1 is impossible to beat, so that’s where we cap it [img]{STEAM_CLAN_IMAGE}/42118931/cb2fd4feb9b02c51236b874475292ebf2b428f91.png[/img] All of these numbers (if you’re still with us, it’s a lot of numbers) helped us create borders on the edges of charts that all of the asteroids needed to fall between. [h3]Testing, Testing, 1, 2, 3...[/h3] Once we have the numbers crunched, it's time to playtest! We run countless simulations, tweaking enemy types, wave lengths, and asteroid parameters. We're looking for that sweet spot where the game is challenging, engaging, and most importantly, fun. It's a bit of an art, really. But hey, that's what makes game development so exciting! Want to give us feedback on how you think Asteroids is balanced? Hop into the Public Test Cave branch on Steam right now to test out v0.5! This branch closes Monday, June 3rd, so check it out now and give us feedback before v0.5 releases. We hope this gives you a better understanding of the thought and effort that goes into balancing the Asteroid game mode. Stay tuned for more updates as we chug closer to v0.5 launch! ​​Have questions? Want to chat about the update with devs and the community? Looking for a place with other spaghetti aficionados? Join our Discord at https://discord.gg/techtonica.