Some creative mechanics for the game have been planned in order to not only give the game a better progression and objective system, but also to allow the game to play more traditionally in order to make things easier to comprehend when just starting out in the Gigaverse.
First I'll explain what type of game Generantis is trying to accomplish, then I'll prove how that will happen.
Generantis is a game that dynamically changes. You are given lots of planets all connected in branches starting from Generantis, the center planet. These planets are the environments that give the player challenges to complete in order to advance to the ends of the universe, exploring to find more out there in the Gigaverse.
The game tries to achieve this dynamic gameplay and content by having support for the player to create their own planets with the loot they found in the previous ones, with new items unlocking as they farm them. These planets add on to the previous, giving the core game more content to explore and adventure through.
First I'll explain what type of game Generantis is trying to accomplish, then I'll prove how that will happen.
Generantis is a game that dynamically changes. You are given lots of planets all connected in branches starting from Generantis, the center planet. These planets are the environments that give the player challenges to complete in order to advance to the ends of the universe, exploring to find more out there in the Gigaverse.
The game tries to achieve this dynamic gameplay and content by having support for the player to create their own planets with the loot they found in the previous ones, with new items unlocking as they farm them. These planets add on to the previous, giving the core game more content to explore and adventure through.
But... this also adds a challenge to the player, because they have to travel to the ends of the planets in order to create planets of their own.
Which brings us to how this will work and why I think it's best for the game.
The game will have 3 phases. The first phase happens when you create a character. These are called adventures. Every character you create will have permadeath, with the starting zone being Generantis. As they explore, they will find bosses guarding the next possible planets to travel to, each boss character being a mischievous clone of the character that made that planet being guarded. These are called Rogues, and won't be in the game until later when they are ready.
When exploring these planets, other characters who have been played on these planets before are saved in the planet's data, found on different areas of the planet, with objectives they give you if you want them to join you. By completing mini objectives with the quest items littered around the planet, you eventually build up power, until you feel you are able to defeat one of the Rogues guarding their planet.
The objective of this adventure is to reach the ends of the planets, in order to achieve immortality, removing your permadeath and awarding you the power to create planets with items you find from anywhere you wish to go.
Which brings us to how this will work and why I think it's best for the game.
The game will have 3 phases. The first phase happens when you create a character. These are called adventures. Every character you create will have permadeath, with the starting zone being Generantis. As they explore, they will find bosses guarding the next possible planets to travel to, each boss character being a mischievous clone of the character that made that planet being guarded. These are called Rogues, and won't be in the game until later when they are ready.
When exploring these planets, other characters who have been played on these planets before are saved in the planet's data, found on different areas of the planet, with objectives they give you if you want them to join you. By completing mini objectives with the quest items littered around the planet, you eventually build up power, until you feel you are able to defeat one of the Rogues guarding their planet.
The objective of this adventure is to reach the ends of the planets, in order to achieve immortality, removing your permadeath and awarding you the power to create planets with items you find from anywhere you wish to go.
This is where the next phase happens: Farming.
Farming isn't quite as important as the other 2 phases, but it also isn't pointless. You want to build the adventure you wish to play on during your experiences in Generantis, so go ahead and find items of all types to put into your new planets!
Those are some of the potential "builds" of planets you could create by either finding the items and crafting planets with them, or making them yourself with Generantis' open asset development!
Once you created the planets you want, you can move to the third phase: Legend Runs and endgame.
Legend runs are just like adventures, except you repeat them in order to create stronger and stronger Legendary items. The legendary item was an idea planned for Generantis long ago, but now I feel I can finally share with you what I've nearly finalized on for the design of what makes a legendary a true legendary.
Unlike normal legendaries from diablo-like dungeon crawls, these legendaries are created by you. When completing an adventure, you are rewarded by immortalizing both you and an item you found on the way. For example, let's say I found a map called "Dungeon Desert" that I really like, one with dungeons and a mini boss in them, but unlike other ones I found, it also had outposts with friendly players hanging around it that can join my army. So I called it "Armies of the Oasis" Dungeon Desert. In order to reward adventuring players, legendaries drop more often on adventures, so to improve my legendary, I adventure again with a new character in order to find more legendaries.
Farming isn't quite as important as the other 2 phases, but it also isn't pointless. You want to build the adventure you wish to play on during your experiences in Generantis, so go ahead and find items of all types to put into your new planets!
- Sky planets with flying enemies and strong wings that shoot projectiles when you use them
- Minion planets with lots of little creatures of different types, all converted to minions by mystic enemy rivals for epic Minion vs. Minion battles against your own little army.
- A Vault planet with lots and lots of loot, with the most loot of all guarded by the strongest bosses.
- Themed planets like wild west deserts with revolvers.
Those are some of the potential "builds" of planets you could create by either finding the items and crafting planets with them, or making them yourself with Generantis' open asset development!
Once you created the planets you want, you can move to the third phase: Legend Runs and endgame.
Legend runs are just like adventures, except you repeat them in order to create stronger and stronger Legendary items. The legendary item was an idea planned for Generantis long ago, but now I feel I can finally share with you what I've nearly finalized on for the design of what makes a legendary a true legendary.
Unlike normal legendaries from diablo-like dungeon crawls, these legendaries are created by you. When completing an adventure, you are rewarded by immortalizing both you and an item you found on the way. For example, let's say I found a map called "Dungeon Desert" that I really like, one with dungeons and a mini boss in them, but unlike other ones I found, it also had outposts with friendly players hanging around it that can join my army. So I called it "Armies of the Oasis" Dungeon Desert. In order to reward adventuring players, legendaries drop more often on adventures, so to improve my legendary, I adventure again with a new character in order to find more legendaries.
When you find a new copy of that legendary, it will have slightly better or worse stats and an extra component called a glitch component. Unlike other components, glitch components can be any component at all from any of the other items of that item category. So this means a glitched sword could shoot like a shotgun with recoil!
Once you find the same legendary again, you can make that legendary a legendary. This is called "Legendary Recursion" and rewards the player for doing this by having a chance for the main stats to roll even higher than possible before. Also, by doing this you upgrade the legendary, because the next time you find it, it will have yet another glitch component on it. This can go up to about (13?) components on one item, and with the max components on a regular item being changed to 3 in the future, finding legendaries will be a necessary experience but also a very customizable and rewarding one.
As for the endgame, it's a long trek into the unknown as you continually make more and more planets deeper into the Gigaverse, with each planet giving a small amount of new items (this is going to get changed to about 3 new items per planet at most) changing the pace of the game to involve very long branches to get to the very deep items in the tree. Also, to help manipulate RNG, upgrades to items towards deeper items in the tree will be easier to unlock the more of that itemtype there is in the planet, but also with only a few of them the chances will be nerfed. I'd say with only 1 item in the tree the chance is about 1:200 of that item, but with 10 of those items you reach the cap of 1:2 of the items.
And there you have it, it's a lot of text near the end because of how in depth it got, but I think I really wanted to explain as much as I can so you get a better idea of what I'm planning for the game.
More news may come in the near future, but for now there is lots of busy things going on with the holidays and all, so for now I'd just like to do a few little plugs for some games I've programmed for the past couple weeks, check the link below for them all! (Trixel won a game jam event, it was really well polished!)
http://chromewing.itch.io/
Once you find the same legendary again, you can make that legendary a legendary. This is called "Legendary Recursion" and rewards the player for doing this by having a chance for the main stats to roll even higher than possible before. Also, by doing this you upgrade the legendary, because the next time you find it, it will have yet another glitch component on it. This can go up to about (13?) components on one item, and with the max components on a regular item being changed to 3 in the future, finding legendaries will be a necessary experience but also a very customizable and rewarding one.
As for the endgame, it's a long trek into the unknown as you continually make more and more planets deeper into the Gigaverse, with each planet giving a small amount of new items (this is going to get changed to about 3 new items per planet at most) changing the pace of the game to involve very long branches to get to the very deep items in the tree. Also, to help manipulate RNG, upgrades to items towards deeper items in the tree will be easier to unlock the more of that itemtype there is in the planet, but also with only a few of them the chances will be nerfed. I'd say with only 1 item in the tree the chance is about 1:200 of that item, but with 10 of those items you reach the cap of 1:2 of the items.
And there you have it, it's a lot of text near the end because of how in depth it got, but I think I really wanted to explain as much as I can so you get a better idea of what I'm planning for the game.
More news may come in the near future, but for now there is lots of busy things going on with the holidays and all, so for now I'd just like to do a few little plugs for some games I've programmed for the past couple weeks, check the link below for them all! (Trixel won a game jam event, it was really well polished!)
http://chromewing.itch.io/