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Dev Blog #3: Real World Spaces
Tuesday, July 2, 2024 1:37 AM
Welcome back to another Core Decay dev blog entry! This time we will be looking at how Core Decay approaches level design, looking at what motivates the way virtual spaces are designed and envisioned, and exploring a concrete example of this in how the design of a bank office has changed throughout the level design process.
On Visual Variety
However - before getting into all of that, I first want to recognize that most of what has been shown on this blog so far has been footage from the Brussels location, and this will continue to be the case for a while since it's the part of the game I happen to be working on at the moment. There's nothing wrong with that in itself, but I want to emphasize that the entire game is not dreary nightscapes! It's true that Deus Ex 1 did do exactly this and did it very well, but for Core Decay I wanted a larger amount of visual variety - a good comparison here would be Deus Ex: Mankind Divided or Dishonored 2, both of which incorporated a wide range of times of day and weather.
To illustrate this point, above is a small collage of a few (but not all!) other Core Decay locations across Africa, Antarctica, Asia, and North America. Do keep in mind these are in a far less polished state than Brussels, and will receive comprehensive work on fidelity and lighting, but nonetheless it should make for a good example!
Mundane Beauty
But for now, let's get back to Brussels - more specifically, a small administrative office of the Haupstadt Global Bank.
Wait, that doesn't sound like a particularly exciting location.
It absolutely isn't - and that is exactly the point. An easy trap to fall into, I believe, when thinking of these kind of immersive sims, is that they are all about the cool stuff. Secret agents! Huge skyscrapers! Underground bunkers! Secret research facilities!
These elements are important, and indeed Core Decay features plenty of all of these things - but they are not at the heart of what makes many of these immersive sims so captivating. It is not about the spy thriller - it is about the mundane. Harvey Smith said it best during a post-mortem of Invisible War:
"A lot of what made Deus Ex great was the familiarity, the groundedness. You're going through an alley, jumping up a dumpster to get to a fire escape to break into somebody's apartment. And we've all seen alleys and chainlink fences and dumpsters. That's why it's so powerful."
All of the larger-than-life parts are crucial as well, but they ought to be seen as building on top of a foundation of normalcy. Only by rooting the player into a world that feels believable can they feel like when the really cool things happen, they are genuinely exciting.
Obviously you can apply this mindset to games - or fiction - as a whole, in that it's often a good idea to establish a grounded frame of reference before leaping into the higher energy parts of a story - this is hardly a new idea, even the classic concept of a three act structure is built upon this. However, I have found that in games this is less commonly considered; it is as if there is concern that the player might lose interest if what they do feels too close to everyday life. In some genres this might absolutely be the case, but this is an immersive sim - it lives for these grounded experiences, and to truly captivate the player it ought to embrace this.
Designing Spaces In Core Decay
With this philosophy in mind, let's look at how Core Decay approaches level design. This approach rests on two pillars:
In many games, it is common to design levels as vehicles for gameplay mechanics, then followed by what it actually represents being approached like set dressing. I want to stress that there's nothing wrong with this - but for this kind of game it is the entirely wrong approach to take.
- Level design should follow real-world logic and levels should be thought of as real-world spaces rather than abstract gameplay spaces.
- The game's breadth of gameplay mechanics makes this engaging no matter what a location ends up designed like, since there are always enough mechanics to correspond to real-life obstacles.
Rather, we design levels as vehicles for logical cohesion and narrative. Gameplay mechanics are not considered in a vacuum, but rather naturally emerge from real life parallels. If bringing design closer to real life makes the game less fun, we first try to ask - how would you deal with this in real life? Could we keep the design and make that fun? A good example is the addition of multiple kinds of flashlights, as a way for the player to manage dark spaces.
We do still start out in the abstract, but it's less about gameplay and more about scope. More specifically, level design follows this general pattern:
Phase 0: Preproduction
- A vision for the location as a whole is laid out, with narrative context, visual storyboards and so on.
- The basic scope of the location is established, and the player's critical path is laid out - that is to say, a way for the player to physically get from point A to point B throughout the location. The specifics of this path will change significantly throughout the process, but some form of starting point is useful.
Phase 1: Blockout
- A simple blockout is made to correspond to critical narrative beats and the player's critical path.
- Fine details are unimportant here and most of this design stands to be altered significantly over time - but it is important to start with some sort of spatial reference for further work.
- Actual gameplay details - as in, what kind of obstacles are in the player's way? - are not prioritized at this stage.
Phase 2: First Detailing Pass
- The blockout is gradually replaced with higher detail assets and lighting/VFX work, to better convey the actual location and the big picture. It's important to do this early, since further level design work necessitates a sense of the overall mood and atmosphere. Note that this still stands to change a lot over time in terms of design - so far we're just building out the simplest possible spatial framework, in preparation for further level design work.
Phase 3: Evaluation
- At this point the current scope of the level can be evaluated. Does the physical size of the level feel appropriate? Should it be expanded to account for particular things? To give an example of this, in the case of Brussels, the initial iteration of the level featured only a very minimal amount of Brussels streets, with the greatest focus being on the Array skyscraper. After testing it felt like a good idea to turn this location into a full city hub, and so the scope of this particular level was expanded upon.
Phase 4: Second Detailing Pass
And here is where we begin the proper part of this blog post!
- By now, the level exists as a series of basic locations to take the player from beginning to end, and a sense of the scale being appropriate to convey all the narrative and immersive elements.
- From here, we can go from one area to another within the level, and start considering it as a real-world location.
- There still remains much work to be done even after this phase is completed - though we'll cover those parts another time.
The Haupstadt Global Bank
The HGB is the fiscal arm of the Hauptstadt Group, briefly touched upon in a previous blog entry. Long considered a respectable financial institution, and the only one operating in all major nations and city-states worldwide, it has become a cornerstone of society - but one resting on increasingly volatile foundations.
In Core Decay you come into contact with the HGB in a variety of places, though none more so than in Brussels. In fact, an HGB office is among the first things you may encounter as you explore the area around where you arrived.
This is a bank office, not a bank - which is to say, there is not much money to be found here - but as a way to obtain information and unique ways to access other parts of the city, it can be a very valuable target indeed.
Looking back at the process detailed above, let's look at how this office has changed lately as we've finished up the last phase of its design! We'll start at a point where we've begun - but not finished - the last step of detailing and worldbuilding work. At this point, this area of the level could be viewed as such:
The broad strokes of this area have been completed - we have a sense of roughly how large it makes sense for this building to be, and where within the city it is. However, the details of exactly how it connects to the rest of the level remains to be established.
Here we see the first important principle - we'll want to add more details here, let the office connect to more parts of the level and make it overall more interesting to explore - but we do not want to do this by thinking in terms of mechanics-first. The point is not to ensure the player always have a lot of choices - this happens anyway, and if sometimes choices are more limited, that only makes things feel more natural - but rather to now look at this office like a real location, add details based on that, and the gameplay will follow.
Had we instead gone for a mechanics-first approach, we run the risk of making the level design feel too artificial, as if there's a game designer who created this bank office and not a team of engineers. Of course, it is a game designer creating the office, but we want to keep the illusion as strong as possible. This world was not created for you - you are simply trying to survive in it.
Adding logical details
The way this is actually approached is actually a lot simpler than this - going building by building, area by area, and now asking some really interesting questions. Who would we imagine built this? Where in the world - does it need weatherization? Why was it built, and for what purpose? Does it account for everything employees would need - bathrooms, HVAC, recreation, fire escapes? Does it need protection? From who? Are there security systems, guards? And so on.
In asking these questions, that have to do with worldbuilding and narrative - not mechanics per se - we ensure that the spaces feel natural. And because so many of these elements inherently come with gameplay mechanics, even before we've done any additional gameplay tweaks (which do, of course, also have to happen over time) it starts feeling engaging and fleshed out.
But enough theory! Let's look at a few actual changes from the last couple weeks in service of all this!
Surrounding areas
Some changes to the general area were made to further a sense of worldbuilding (which secondarily ends up giving the player a few more ways into the bank office, should they pursue them). The nearby apartment building, previously entirely inaccessible:
Was fleshed out into an accessible corridor:
Leading to a new small back alley:
Note the windows towards the other side, which connect to the office:
These provide another way in - but more importantly, they provide a better sense of place (letting the player look out from inside the building and vice versa) and makes the bank lounge area feel more believable (after all, you would think the back part of the office would also have some windows!)
HVAC
Turning our focus back to the office itself, let's start out with the addition of a ventilation system. There were some hints of this already - note the AC units on the walls, and ventilation shafts on the building exterior - but the addition of a full HVAC system felt like a logical addition that would add a bit of believability.
To start, an exterior air shaft was added, turning this part of the exterior from this:
To this:
It already looks a bit more visually compelling! Even when not actively trying to reach the vent, it makes for a nice presence:
True to our design philosophy, the actual interior of the vent is unlit and requires the use of flashlights, night vision, or simply navigating in the dark. This is not always the case - but many of these kind of shafts are just as dark as you would imagine. By and large, we represent the world as it makes sense, and then give the player the tools to manage it.
As these shafts connect down towards the actual offices, you can see patrolling guards as well - a useful tactical advantage!
Within the office itself, there was already one vent connecting the meeting room and adjacent corridor:
This was useful to get a sense of the overall location up until this point, but makes a little bit less sense now. This was thus changed to a door leading to a maintenance closet, and in there is the vent leading to the corridor. Same general gameplay purpose, but feeling far more like a natural part of the building and less like something placed for the player's benefit.
Manager's Office
The office of Ben Hendersen, the (insufferable) manager, was also given a proper narrative pass to better reflect his personality - before:
And after:
There is an entire story to unravel here, and since none of the actual employees are around during the middle of the night, environmental storytelling becomes very important as a way to make these narratives feel more real and spaces more lived in.
Lounge
The lounge had a few windows added, as we already mentioned, looking out at the back alley. Before:
And after:
Result
There have been many, many more changes made, but these examples should illustrate the general thinking behind how levels are designed and considered. After these revisions, the overall layout of this area has gone from this:
To this:
On a surface level, this is similar to simply saying "We need to give the player some more options, let's make sure we add some vents and side areas" - but since that is a secondary effect of simply designing world-first, it ensures that when and where areas are added, they feel like a natural part of the city. This also lends the game a sense of asymmetry which works very well - sometimes you'll have lots of options and sometimes just a few, and you can tell just by context which is more likely to be the case.
Wrapping up
To conclude this post, I would like to give a big thanks to Johnny Josefsen, who has been doing a fantastic job helping out with level design these last number of months. Given recent circumstances, progress has been slow, so his efforts have been invaluable. Also a big thanks to all other level designers who have been on this project in the past - I appreciate all of your work enormously!
...well, this ended up being a bit longer than I had anticipated! I do hope that it's been an interesting peek into the internal design process - feel free to let me know what kind of focus for the dev blog you would like to see in the future!
Dev Blog #4: ICE Breaker
Thursday, August 1, 2024 8:29 AM
Welcome back to another Core Decay development blog post!
This month we will take a closer look at a hugely important part of the game - computer terminals and hacking.
While I say 'hugely important', I do want to stress that like most other aspects of the game, interacting with computers is largely optional, and hacking entirely so. You can go through the whole game without engaging with any kind of cybersecurity, and foregoing hacking implants and equipment might yield benefits in other areas. That being said, an experienced hacker will find an additional dimension to the game's locations and opportunities, and this approach might be well worth pursuing!
Computers in Core Decay
Before we get into hacking, though, let's look at computers in general and the role they serve within the game.
It's important to realize that in these kind of settings, computers aren't just about mechanics, or even narrative - they also carry a certain atmosphere and sense of worldbuilding, in a sort of cyberpunk, 90s computing sense. While Core Decay usually prioritizes groundedness over the "rule of cool", it applies here - using computers has to feel satisfying, and hacking computers has to make you feel like a hacker. With this in mind, Core Decay emphasizes visual variety in terminal UIs, tactile effects when using computers, a terminal-inspired hacking interface, and more. In a game where you spend so much time reading computer terminals, there's no reason not to make them as varied and interesting as the world around you!
Computers come in many different types and sizes, and importantly these are not strict categories - the overall goal is for computers to feel like an organic part of the world more so than self-contained vehicles for gameplay. Categories may often overlap or not quite apply, which is entirely intentional - but for the sake of conveying the breadth of content, here's a general overview of a few different kinds of computers you may come across:
Info Kiosks
Info kiosks are publicly accessible computers meant to convey general information. These are often seen in public locations such as city streets or corporate lobbies, although they also see some private use. After all, even classified labs and secret facilities sometimes need a central hub for employees to access information!
Info kiosks often take the appearance of a large touchscreen display for ease of use, and are generally unlocked for anyone to use.
When arriving in a new location, keeping an eye out for some kind of public info kiosk is often a good idea, as they may contain useful information. In particular it is common for info kiosks to provide downloadable maps, though they might also contain public service announcements, local news, and more.
Since info kiosks are often public, you may also come across units that have been damaged or even hacked into for one reason or another, which may sometimes provide unique opportunities.
Personal computers
Personal computers, often referred to as workstations when in a corporate setting, are single-user computers that tend to contain various forms of data or correspondence, such as emails, chats, images, audio recordings, or attached files.
Personal computers are often locked and protected with a username and/or a password, though this is not always the case. We'll get more into ways to access locked computers further down this post!
Security hubs
Security hubs are specialized computers that manage any sort of security system, rather than contain information. Doors, cameras, bots, laser tripwires, sensors, turrets, alarms, speakers, lights and much more can potentially be controlled through a security hub, and a single device can control any number of connections.
Like personal computers, security hubs are often locked and may be difficult to access, but doing so can be highly beneficial since it lets you disable security systems or even turn them against your enemies. We will be taking a closer look at security hubs in a later dev blog post!
Datapads
Datapads is a catch-all term for any small, portable device found in the world. They contain a single data entry, which might be text, an image, an audio recording or something else, and are always unlocked.
Datapads are very common and often very useful to gain additional knowledge - including login credentials for other computers, keycodes, or story-relevant information.
Other computers & electronics
There are also many computers that do not fit into these categories. Example of this would be AEGIS kiosks, ATMs, specialized equipment and more. Also worth a mention here are non-computer electronics such as vending machines, TVs, and radios, which can often be interacted with in various ways.
On gameplay and immersion
As mentioned above, an important aspect of computers in Core Decay is for them to feel like real parts of the world and not just a "hack this to gain a benefit" button. However, this too can be taken too far, and given the setting of the game, it is important to strike a balance between the immersion factor and making it obvious which computers in the game are fully interactable and which are solely props.
To facilitate this, Core Decay employs a coherent style of screen graphics, making it obvious whenever a computer can be interacted with. While this does lead to a slight loss of immersion, it's balanced by the large variety of physical computer designs, and many different ways to interact with said computers.
Cybersecurity & Hacking
While some computers are unlocked, many are not.
Accessing a locked computer is generally done in one of two ways - obtaining the login credentials, or through hacking.
Logging in with correct credentials is almost always the better option - it's instant, gives full access, and costs no resources. However, there is no guarantee that you can find login credentials at all, and even if you do, you might have to give something else up in return - such as bribing an employee to give you their password, or lockpicking a door to find a note with someone's username.
The difficulty of finding credentials can also vary in that some computers only require a password, whereas some require a specific username as well - meaning the challenge might increase twofold.
A more direct approach to accessing terminals is through hacking - and here I want to make a quick detour to take a look at how hacking as a mechanic has been interpreted throughout the Deus Ex series.
Hacking in Deus Ex
In the original Deus Ex, hacking is a fairly simple mechanic. If you have at least one upgrade in the Computer skill, you can hack any computer, with further upgrades to this skill making hacking faster and allowing control of turrets and bots. There is no resource cost to hacking, and hacking itself is entirely automatic once you choose to do so.
Invisible War kept largely the same system, now governed by a biomod rather than a skill.
In Human Revolution and Mankind Divided, there was a very different approach to hacking as a mechanic. Most noticably, hacking now takes the form of a minigame rather than simply watching a progress bar (a similar shift can be seen between Morrowind and Oblivion with their lockpicking mechanic). The act of hacking remains free, as long as you have the augmentation to support it, though there are also a few hacking-related consumables available.
The minigame itself is perfectly fine and has a certain atmosphere to it, but still arguably immersion-breaking, and also far more repetitive than the quicker hacking mechanic of the predecessors.
More importantly though, Human Revolution does not feature lockpicking or electronics as separate mechanics - instead the role of these is replaced with the same hacking mechanic (hack a keypad connected to a door rather than lockpick the door itself, and so on). This in itself is arguably a poor change since it leads to less variety and less verisimilitude, but it also has a second downside - this now means that none of these mechanics have any kind of resource cost.
Or to put it differently - there is never a reason not to hack everything you see.
This is a problem, since it removes what would otherwise be an interesting decision to the player. Even the remaining choice of whether to invest in hacking at all is largely irrelevant, and the moment-to-moment decision is gone entirely.
Granted, Deus Ex 1's hacking mechanic suffered from the same problem, but it worked a lot better since there were other resource-driven mechanics to vary it up (e.g. lockpicking), so hacking could stay interesting enough solely on the merit of being a character trait.
Even so, this is one of the (rare!) instances where even Deus Ex 1 has some design issues. There is still never a reason not to hack anything (save for risk of being spotted) and this makes the mechanic less of an interesting choice and more of a monotone task. By comparison, lockpicking and electronics is a lot more mechanically interesting since you always means a calculated risk of whether spending the lockpicks/multitools might be worth it.
With all this in mind, let's return to Core Decay!
Hacking in Core Decay
Core Decay implements hacking in a way similar to Deus Ex 1:
However, it differs in a few key aspects:
- Hacking is tied to character progression rather than a minigame - the act of hacking is essentially clicking a button and watching the hack happen.
- Hacking is a computer-specific mechanic. Other objects are interacted with in ways that feel realistic - lockpicking doors, overriding keypads, disabling cameras, and so on.
- Hacking has a resource cost associated with it, namely hacking shards. These small electronic devices are rarer than lockpicks or bypass tools, making hacking a more deliberate decision.
- Hacking does not time out. Once a terminal is hacked, it stays accessible forever - including if you leave the terminal and then return to it.
- Some terminal content might not be accessible through hacking, needing full credentials to access.
- Some terminals require a more advanced hacking implant to hack whatsoever.
The first change is the most central one - by utilizing an actual resource for hacking, and a comparatively rare one, it makes hacking come with a choice while feeling distinct from lockpicking or bypassing electronics. Because of how this changes how you approach the game, there is also no timer once you have hacked a terminal. Hack it once, it's hacked forever - you already spent the resources, after all. It should be mentioned here that in Core Decay time does not pause while accessing a terminal - so if you are sneaking around where you shouldn't be, that can in itself be a sort of timer!
The actual act of hacking is done through the computer UI - once a hack has started, a terminal interface flashes by and the password is breached character by character. A lot of inspiration overall was taken from Uplink, a brilliant game and one of my personal favorites.
Hacking a terminal leaves a backdoor, so any time you return to the same terminal you can simply enter it in a hacked state again. Alternatively, you can still try to unlock it with real credentials - sometimes this might give access to encrypted documents!
Also noteworthy is that some terminals have better cybersecurity software than others. A few terminals cannot be hacked (at least by your means) at all, and some require a more advanced, harder to obtain hacking implant.
This concludes our look at computers and hacking in Core Decay. There's still much to look at later along the line, such as security hubs, hacking-related cybernetic implants, and different types of computers - but for now I hope this has been informative!
As always, feel free to leave thoughts and opinions below.
I know it's useless, but just on the off-chance a dev stumbles in here, I'm going to play my broken record again: please stop with the "retro" pixelised textures style. Or at least make it a graphics option. These Core Decay screenshots look good at the proper perspective, you don't need to try and cover for your outdated geometry with this faux-point-filtered gimmick. In fact, the geometry and level of detail shown is "newer" than the pixelised textures, generation-wise.From the newest location showcase:
This is trying to emulate Deus Ex from 2000, and that was an Unreal Engine game, hardware accelerated graphics was a given, so it makes even less sense than usual to go for this pixel texture fetish that indie devs have. Frankly, even beyond the giant pixels the aesthetics of this game are pretty repulsive,Additionally, I can't help but feel like all the modern "retro" pixelated 3D games look more like Minecraft with their over the top gargantuan pixels than any game from 1996.
Yeah, I think you could still just about make out some pixels in Unreal '97, but by UT and Deus Ex, it was gone.This is trying to emulate Deus Ex from 2000, and that was an Unreal Engine game, hardware accelerated graphics was a given, so it makes even less sense than usual to go for this pixel texture fetish that indie devs have.
The lens flare might be rather excessive, as if the PC needs to clean their glasses, but other than that (and the pixelisation) I mostly like its visual presentation - the level of detail, the lighting and colour palette. In fact, the darkness does more to smooth over the geometry than the pixelised textures, though the white point is a bit too low, this screenshot makes it most obvious:Frankly, even beyond the giant pixels the aesthetics of this game are pretty repulsive,
The guy behind this game was a single dev that got on the fake 3D Realms train and did indeed get help from the same Slipgate people that put together Graven and Phantom Fury, those two stinkers, but if you just scroll up a bit you'd have seen that they parted ways at the start of the year and Ivar Hill retained the IP. It really does look too similar to Phantom Fury for comfort though.Isn't that the same dev as Graven and latest Ion Fury?
Graphics look fine but this is concerning.
I don't see that at all, Doom 3 was all stencil shadows and had that very specific early 00's PC shooter look, later used by Quake 4 and Prey which ran on the same engine, but also something like FEAR. A last hurrah of crisp graphics before bloom and de-saturated colors became the standard for a while.Aside from the ill-advised fake point filtering, Core Decay reminds me a bit of Doom 3.
I see your point, though I imagine what got me thinking of it is the industrial design and the high contrast lights against general obscurity. I see this:I don't see that at all, Doom 3 was all stencil shadows and had that very specific early 00's PC shooter look, later used by Quake 4 and Prey which ran on the same engine, but also something like FEAR. A last hurrah of crisp graphics before bloom and de-saturated colors became the standard for a while.
Welcome back to another Core Decay development update - after a brief hiatus, we're back with an in-depth overview of the Cybernetics feature of the game!
Cybernetics is one of the major gameplay systems of Core Decay, allowing in-depth customization to develop your abilities the way you want and representing a narrative element that ties into many of the larger plot points of the game.
Cybernetics in the world of Core Decay
Before looking at how cybernetic implants work in-game, let's get a brief overview of the role the field of cybernetics and biotech plays within Core Decay's setting.
As mentioned in a previous dev blog post, the world portrayed in Core Decay is one of scarcity, technological regression among the general public, and a consolidation of power. As a result of this, while biotech as a field is actually quite far ahead, it has not interfaced with the larger population beyond a few specific cases.
In other words, cybernetic implants are not ubiquitous - while experimental programs are occasionally mentioned in the media, and occasional examples of cybernetic enhancements do exist, this is where the field has remained as far as most people are concerned. Occasional advanced biotech programs, rumors of military experiments, and scattered examples of cybernetics in the wild is, publicly, the only real indication of such technology that exists.
The actual state of things will be left mostly unsaid here for the sake of leaving out spoilers - but suffice to say that these rumors are not only (mostly!) true, but hint at a far, far bigger picture.
Which brings us back to you - the player. Your role in this mysterious web of secrets is a large driving force behind much of the game's narrative, and significant clues are to be found in your physical nature. We'll skip over the details here for now (part of the joy of these games is to put the puzzle pieces together as you play!), and simply say that you find yourself in a position to fundamentally alter your body. Others - or indeed yourself - may not fully understand what this means, but the implications are immense.
Some of these implications will take the entire game to understand, but others are obvious right from the beginning. Most practically: your body can undergo highly extensive surgeries to dramatically alter your capabilities.
The Cradle
First, let's finally take a closer look at a device teased here and there throughout the last year - the Cradle.
Narrative
The Cradle represents the pinnacle of late 21st century medicine and the achievements of Proteus International. A fully integrated operation theater, the Cradle allows for highly comprehensive, entirely automated surgical and pharmaceutical programs, as well as cutting-edge diagnostics and medical heuristic analysis. Put simply, it acts as a staffed hospital in a space as small as 6x6x6 meters, and while its power use is comparatively humongous compared to most localized tech, countless people from all over the globe have benefited.
Or, that is at least what Proteus International would tell you. The Cradle has indeed seen successful distribution across the entire world, but the actual number of people impacted is quite small - and restricted to the elite few. It does all it promises (and, unfortunately, far more), but as a replacement for hospitals its failings are geopolitical rather than technical.
Proteus knew, of course, that energy (and particularly potential energy) through the electrical grid is in far scarcer supply than existing logistical infrastructure. Local hospitals and their staff can draw resources from far more than just electricity, whereas the Cradle, orders of magnitude more efficient, still requires far too much of the invaluable power grid to ever justify this improvement.
So why did Proteus commit to large-scale distribution of a device that would never see widespread use? The answer lies in the multinational endeavor known as the AEGIS Project, but that is the subject for a later post!
Gameplay Mechanics
When arriving at a new location, it is often a good idea to locate a Cradle unit - beyond often being located in areas with useful intel or resources, you also need to physically interface with a Cradle to install, upgrade, or remove implants. These are, after all, highly invasive surgeries!
This reliance on physical navigation to manage implants puts an emphasis on navigation, where as you begin to learn your environments you find more natural ways to navigate to and from the nearest Cradle as needed. Exactly where to find a Cradle and how much space is between two Cradles is entirely a matter of what logically makes sense for a given area. For instance, a medical building is a fairly good bet to contain a Cradle, whereas an abandoned warehouse is probably quite a bit less likely.
Managing implants
Once interfacing with a Cradle, you are locked into the surgical chair and an interface allows you to manage your cybernetics.
This UI can be accessed from anywhere at any time - you can always bring up your cybernetics, look at options and read details about any implant - but a Cradle has to be accessed to actually perform the surgery.
Whether using a Cradle or not, each body region can be browsed for potential implants to be installed, as well as look at already installed ones. Cybernetics come in two types:
You can only install four core modules at once, whereas you can install a total of 20 implants (5 in each body region).
- Implants, which govern passive functions
- Core modules, which grant active abilities
- [ ? ]
Before installing an implant, you'll note that there's a few slots already filled in the lower left. These are indeed already installed implants and cover particular narrative features of importance (such as the comlink implant to send and receive messages, an intuition-based AR system and more).
Core Modules
Moving onto the topmost row, these are your four slots for core modules, one representing each body region and each granting an activated ability. In each region, you can install one out of two core modules, and each core module can be upgraded in one out of two ways - in total, making for 16 choices in active abilities.
Core modules are very rare, but each one can dramatically change your playstyle or provide a powerful complement to other strategies. All core modules drain energy from your bioelectric capacity during use, though how and when depends on the module. Bioelectric energy can be replenished in a few different ways, including the use of energy cells for rapid restoration.
Implants
Implants, granting passive abilities, can be installed into 20 slots across four regions, with each region having its own selection of implants. There are many more implants to choose from than there are slots, so each playthrough can differ quite substantially depending on which implants you choose to install.
Some implants are less impactful, others very impactful, and it is entirely up to you which implants to prioritize, determine which implants might synergize in unexpected ways, and explore with a wide range of combinations.
Core Disks & Implant Disks
To install a new core module or implant, you need core disks and implant disks respectively. A core disk is a highly valuable discovery, second only to [ ? ] implants, so finding places these might be located is always a good priority.
Implant disks are somewhat less rare but still highly situational in where they may be found. If cybernetics is an aspect of the game you want to focus on, a medical facility is always a very welcome sight!
The cost of a core module is always one disk to install and two disks to upgrade, and the cost of implants can vary between one and three disks depending on implant potency. Some implants can also receive upgrades, improving their functionality.
So wait, what are these, exactly?
Considering that the Cradle performs all surgical service, one might ask what these disks actually are. The answer to that lies in the heart of the game's narrative, so that will have to be left for seeing in the game itself!
Surgical Trauma
More invasive implants can cause surgical trauma - a negative effect on the body region in question. This condition can be treated with a medkit - adding a second layer of functionality to medkits - or with specialized medication. Conversely, some implants are considered less invasive and never cause surgical trauma.
Core modules are always considered invasive and always cause surgical trauma when installed.
Surgical Rollback
Implants can be uninstalled through a surgical rollback, though this is considered a highly invasive procedure and therefore occurs surgical trauma. Removal of an implant requires credits to perform, as credits are an energy-backed currency and the Cradle needs to draw from the regional power grid when operating off protocol.
Conclusion
This concludes our first look at cybernetics! This feature ties strongly into many other game mechanics so we'll revisit it over time - and next time, we'll take a closer look at the detailed health system of the game!
I know I should know better by now but I'm still getting excited for this game. Also whoever moved it from the RPG forum, move it right back. These screenshots alone make it more RPG than most of the slop with a corporate label slapped on it.
Tags are by users, not the dev. From the actual description:I know I should know better by now but I'm still getting excited for this game. Also whoever moved it from the RPG forum, move it right back. These screenshots alone make it more RPG than most of the slop with a corporate label slapped on it.
IIRC Current Codex policy is what the game identifies as, on steam it's tagged: Immersive Sim, Old School, Shooter, FPS, Conspiracy
For whatever reason they did not include RPG. :mystary:
You're a mod, shouldn't it go back to Gen RPG then? Or is it like union rules, you reverse a move and then Infinitron and Joe Pesci pay you a little visit?Tags are by users, not the dev. From the actual description:
Title: Core Decay
Genre: Action, RPG
Developer: Ivar Hill, Slipgate Ironworks™
I have no power, I can only make suggestions like any other poster.You're a mod, shouldn't it go back to Gen RPG then? Or is it like union rules, you reverse a move and then @Infinitron and Joe Pesci pay you a little visit?