Name: Core of the Automata

Release Date: TBD

Introduction

Game Summary

Core of the Automata is a MetroidVania where you traverse a mysterious planet in a mech suit.

Inspiration

Metroid: In metroid you start with nothing, you are alone without guidance. But actually you are being guided by the level design, you arrive at an area where you can’t make progress so you turn back, and look somewhere else. Eventually you unlock a new ability or piece of knowledge that lets you explore new areas.

Gurren Lagann: Gurren Lagann isn’t a game, but it very much inspired the narrative and gameplay of Core of the Automata, the project name CoreDrill is something I stole from Gurren Lagann. In Gurren Lagann, the main character Simon discovers a mech underground, which he discovers and unlocks the hidden potential of, throughout the series.

Xenoblade Chronicles: This one is also more of a narrative inspiration. But to go into detail would be too spoilery here so will be elaborated in the story document.

Player Experience

In Core of the Automata the player will explore down to the center of the planet, unlocking gear and abilities for themselves and their mech. The game will slowly build up to a big payoff, with extra post game content.

Platform

The game will be developed for Windows and PC, but the demo will be developed for Web as well.

Development Software

  • Godot for programming
  • Krita for Art
  • Music Stuff tbd

Genre

Singleplayer, Metroidvania, is utrakill a genre I meant to put that in inspirations but that section got long.

Target Audience

Metroid/Xenobloade/Gurren Lagann fans who want more of those things (me), and I guess gamers who like to challenge themselves.


Concept

Gamplay Overview

The player controls the main character, and their mech, as they explore they will encounter situations were they may need to get out of their mech in order to progress.

Theme Interpretation (Risk and Reward)

Every experience helps the player grow, but the riskier moves a player takes the more they are rewarded. A player could encounter an obstacle they aren’t equipped to handle, but sometimes those obstacles are just barely big enough for a player to slip through. If they do they will be rewarded for their efforts.

Primary Mechanics

The Player: The player is equipped with a standard issue blaster, and skilled in CQC, as they progress through the game they will unlock upgrades to strengthen their main abilities and new abilities.

The Mech: The mech is the player’s main vehicle, its big and clunky, but can survive hazardous environments and take on larger enemies. Just like the player it can be upgraded.

Hazards: Hazards take many forms but they can affect just the player, just the mech, and sometimes both.

Secondary Mechanics

Drills: Drills can be found in the environment, if your mech can power them they can clear a path to the next area.

HUD Modules: In exchange for power costs, HUD modules can add quality of life changes such as maps, and radar.


Art

Theme Interpretation

I want the world to be colorful and visually striking with a mix of 2D/3D graphics. Each room carefully designed with its own camera angles.

Design

The game will use PS1 Style Graphics and Hand Drawn Sprites, to create a unique look for the game.


Audio

Music

I want good music I will work on this later lmao

Sound Effects

I want good sound effects I will work on this later lmao.


Game Experience

UI

The UI is dependent on if the player is piloting the mech or not, It will be inspired by steampunk/cyberpunk aesthetics.

Controls

Keyboard: WASD and other buttons for actions

Gamepad: Dpad or Left Joystick for movement plus buttons depending on the actions. Probably similar to other metroidvanias so its not too jarring. But will also allow rebinding keys.


Development Timeline

#AssignmentTypeStatusFinish ByNotes
1Design DocumentOtherIn progress
2Lore BibleOtherIn Progress
3Dev ArtArtNot Started