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Deep dive #3 - The colosseums

Back again! For the third post in the deep dives series we are taking a look at the process of creating an arena you fight in.

There are quite a few steps creating an arena for RETOOLED and very deceivingly time consuming.

Flow structure
First step is to think of a flow structure that is unlike a previously created arena and then draw it on paper. This process is very iterative and works like a check gate to whether the initial idea has some flow structure problems in certain areas of the arena and if the idea is actually worth continuing working on.


With comment underneath: “This step requires a bit of imagination, if the player is at position X, what possible paths exist? From experience, a good design is having at least 3 paths available at most times.”

Blockout
Next step is creating the blockout of the arena in Unreal Engine. Testing the feeling of running around in the arena, trying the different paths, figuring out if the scale and distance of things feels right. Checking different sightlines to see if something needs adjusting.
The second pass of this blockout phase is to look at the current paths and try to add divergent paths to them. By having these divergent paths emphasizes the use of different movement abilities the arena is now starting to feel like a playground coming together.

AI prep
All this work and we haven’t even added the AIs YET !?... well it still requires a bit of prep work to get them working on new arenas and…
.
.
.
.. It’s done!

Arena Masters
For RETOOLED I have designed something called an “Arena Master”. It is essentially an object that lets me define how I want the fight to start, progress and end. There are a few arena fight “types” we can construct with this object and even mix them together.
  • Wave
    Pure wave based or alternatively we could spawn an initial wave and as you destroy some bots more gets spawn in until the wave is consumed.
  • Hydra
    Starts with a smaller initial wave and as you destroy some specific (or any) bots the amount of active bots increases. 6 turns into 12, 18 etc.
  • Phases
    Similar to wave type but instead of having waves with a clear ending they add on top of each other until a completion condition is met.
    Endless
  • Each of the previous types can be modified to be endless that will only stop as a completion condition is met. Perhaps a certain character is destroyed or an environmental puzzle is solved etc.

To retain the DNA of a specific arena fight I tell individual AIs what spawn position I would like them to favor depending on the player position. Thanks to this setup arena fights in RETOOLED very rarely have specific spawn positions for certain AIs so it becomes essential to think and react in the moment of a fight.

Stringing a few of these together in sequence or mixing them together, it can get complex quickly.

Playtest, playtest and playtest…. Ohh did I mention playtest?
Now the playtesting and adjustments begins. It is only now can you get a holistic view of the initial arena idea you had.

Environment pass
All that remains is prop creations, lightning, bug hunting, optimization etc.


That is it for this deep dive on RETOOLED but it is not all. Follow along as there is more to come and of course… Thank you for reading!

And remember, join the Discord to discuss the game and find out about the latest updates:
https://store.steampowered.com/app/1997590/RETOOLED/

Deep dive #2 - The anvil

Hello again! For the second post in the deep dives series I want to talk about the enemies, the anvil that you will test your metal against.

I previously mentioned enemies being designed for certain roles, like different chess pieces but in a FPS format. When designing enemies there are 2 vital areas I need to figure out and that is how do they fit into the “play space” and where in “screen space” do I want them.

Let's start with “play space”, the first question might be what even is it? Well.. let me show you!



With a top down overview you can see where in “play space” the enemies aspire to be positioned along with some of their characteristic elements. This “play space” chart is quite a useful tool to not only identify which “play space” areas could use more enemy types but also how to combine the different enemies to make compelling and varied arena fights.

“Screen space” is.. well.. what it sounds like, the preferred positioning on the screen from the player perspective.


Identifying an enemy's “play space”, “screen space” and some of its characteristic elements aids quite a bit when conceptualizing it and getting its basic shape blocked out and ready for prototyping.

Having an arena fight with an overcrowded “play space” or “screen space” makes it very messy and not as fun. Thanks to this process, assuming we got our enemies working like we want of course, we now have enemies that utilize varied “play spaces” and “screen spaces” in a fight.

By having AIs in different threat tiers gives us a natural target priority and thanks to some AIs abilities we can influence the target priority mid fight forcing you to reevaluate your focus, actions or weapon choice.

It has been essential to get enemies with their actions to nudge the player into the fun zone of RETOOLED. I’m quite excited to have you all wreck some of my AIs, or perhaps even have them wreck you ;)

And that is it for this deep dive, there are more deep dives to come!

And remember, join the Discord to discuss the game and find out about the latest updates:
https://store.steampowered.com/app/1997590/RETOOLED/

RETOOLED available September 25th

Hey everyone,

RETOOLED WILL BE RELEASING SEPTEMBER 25TH 2023!

With a bunch of improvements, polish and some other surprises RETOOLED is now ready for you - the fans & players. In the coming week RETOOLED will join the Dreamhack Beyond Summer Indie Showcase and then continue to steaming ahead towards the release on September 25th.

https://www.youtube.com/watch?v=LDYjP3b8EKw

And remember, join the Discord to discuss the game and find out about the latest updates:

https://store.steampowered.com/app/1997590/RETOOLED/

Deep dive #1 - The vision

Hi everyone! Today is the first post in a series of deep dives on RETOOLED and we are starting it off with the vision for RETOOLED.

The vision for RETOOLED is to build a momentum based FPS that emphasizes quick thinking and strategy in high stake combat puzzles fought in race track like arenas. Each arena in the single player is designed to test and challenge you and be reactive to your actions and position to keep it dynamic each time you fight in it.


Each player action in RETOOLED is designed to interplay with others with the goal of nudging the player into using the entire assortment of weapons, abilities and movement actions without forcing a specific playstyle.

All of this while facing a wide roster of enemies, each one taking on a specific role like a chess piece.


RETOOLED isn’t an imitation of past experiences but meant to deliver something new and stand longside its peers in the arena FPS genre. What are you waiting for? Bunnyhop, dash or boost jump of enemies into the action, RETOOLED is easy to pick up but hard to master.

Follow along as I will delve deeper on each aspect leading up to the release in the very near future.

And remember, join the Discord to discuss the game and find out about the latest updates:
https://store.steampowered.com/app/1997590/RETOOLED/

The road ahead

Hey everyone,

I'm delighted to give you the latest on RETOOLED, the fast-paced FPS that's been my labour of love.

Since the last update, I've made significant progress, releasing a substantial update to the demo in May, all driven by your invaluable feedback. I've been honing the enemy mechanics, finalizing the boss battles, and enhancing the level designs to create an even more engaging gameplay experience.

Your input continues to shape RETOOLED. As we approach the release, know that I am committed to considering all your feedback and consistently refining the game.

In the coming months my plan is to shed some more light on the development side of things, and show some more in-depth about certain areas of the game.

A big thank you to everyone for your ongoing support and enthusiasm for RETOOLED!

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