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The Cutting Room Floor

As I mentioned in my last post, Sanctuary 17 underwent a lot of changes on the way to becoming a finished product.  As you might expect, that also means that a lot of things that were once in the design ended up bowing out along the way.  I thought it might be fun to take a look at some of the elements that just didn’t make the final cut, because I’m the kind of person who would find that fun.

Development Points: I touched on these briefly in the previous post, but one of the original concepts had the player bringing back energy to the central bunker to help improve the lives of the survivors.  Every time the player would bring back a full haul of energy, a certain number of hidden “development points” would be added, and as different point thresholds were hit, improvements would take place to the bunker.  Many of these consisted of the playing being given new equipment, which was the only way to acquire it at the time.  But as things got better and better for the survivors, they would actually start to expand into the surrounding maze, securing areas for you to create zones of safe passage.

The problem here, as I said before, was that this encouraged an awful lot of energy grinding, and anchored the player too closely with the bunker.  Plus, as the story evolved as well, it just didn’t fit thematically.

The MCP: There was, at one point, an additional ending to the current three.  In this branch of the storyline, the player is able to locate the robot “nest” in their area, and tackles the robots at their source.  Facing down with the Master Control Program (as we called it), if the player is able to destroy it and its army of robot defenders, then the humans are free to continue living underground, unharassed.

Unfortunately, the whole sequence felt out of step with the rest of the game; it was far more action intensive, and just didn’t feel quite like it jived.  Thus… cut.

The Conversion Gun: This is perhaps the element that hung around the longest before being dropped, and would have had a very large impact on gameplay.  In addition to the basic pistol and railgun that made it to the final release, there was a third weapon called the conversion gun.  Unlike the other two, the conversion gun didn’t destroy robots; it (as you probably guessed) turned them into allies.  With a very short range, and requiring three hits to fully convert a target, it was a tricky weapon to use.  Once converted, however, friendly robots would roam the maze, targeting enemy robots and creatures and just generally absorbing bullets for you.

While the conversion gun was certainly a lot of fun, it was not without problems.  First and foremost, there were the requisite technical issues; more importantly, though, was how it effected gameplay.  A skilled player armed with the conversion gun could have a literal army of robots roaming around the maze, blasting everything in sight (including, occasionally, the player).  In the end, in just proved to be too unbalancing both in energy usage and usefulness to the player, and thus it made a graceful exit.

Written by Joel on July 28th, 2010, 1 Comment
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A Long Way from A to B

The Sanctuary 17 that stands before you now has come a long way from the early concept sketches that began this whole process.

The idea of making a new, enhanced Night Stalker is actually one I’ve been bouncing around for many years, but it wasn’t until we were getting towards the end of Where We Remain that I finally sat down and began work in earnest on a design document for what would eventually become S17. Taken directly from the original design doc, here is the original Overview of the game:

The PLAYER, trapped in a city where killer ROBOTS roam the streets, must make their way through the dark night with only a LIGHT to guide them and a GUN to defend themselves. AMMO is scarce, but the player has the benefit of a SAFE ZONE they can fall back to. Robots are not the only danger, as SPIDERS and BATS can also prove a nuisance; a lethal one, at times.

Obviously, some elements still persist from this original description, but S17 has grown substantially from that early iteration. At first, players were confined to a single maze, and after killing enough robots, would be permitted to move on to the next one. It was very linear, very arcade, and just felt like Night Stalker+.

I started to focus on the themes I wanted to really develop, exploration and isolation, and how to provide a larger context for what exactly was going on in this world. The first big revision switched from discrete levels to a radial layout made up of three “rings” of rooms, where each room was its own distinct maze. Players began in the center, and the mazes would grow more difficult in layout and enemies as the player pushed further away.

The center of the maze became the home of the player’s band of survivors, which was running low on energy and in mortal peril. The player’s job was to head out into the robot-infested maze and bring back the energy needed to keep the survivors going. Once the central bunker was on a better footing, the player would then have to find the exit to the surface and secure a path for the survivors to reach it by reactivating the security terminals in each maze along the way. In this version, activating a security terminal in a room turned it into a safe area, destroying any existing robots and preventing further robots from spawning there.

While this version of the game certainly had more going on than the previous concept, it had two major problems.  First, the player used energy collected from the robots to do pretty much everything. Energy represented ammo, it powered the player items, it turned on the terminals, and it was required to improve the bunker situation for the survivors. Now, obviously energy management still plays a critical role in the final incarnation of S17, but at this stage, it was simply too vital. The player was stuck collecting energy for the sake of improving their own ability to collect energy. The second problem was that despite a more open maze, there was little impetus to explore other than to find the exit when the player was ready to finish the game. New items were acquired by taking energy back to the bunker, so the player had little reason to stray from the easier, central rooms, grinding out robots for energy.

All in all, not a very satisfying situation.

It was at that point that we decided to focus more on the idea of leaving the underground, rather than building up a central bunker. In turn, the story evolved into one of exile — the player was now cut off from their safe haven and thrust into the darkness. It was at this point that we shifted the map into a grid pattern. The player began at the bunker exit, and their endpoint was the exit to the surface hidden somewhere along the edge of the grid. This was getting closer to what I wanted, but at this point the grid was generated with a random start and end point, and connections between rooms formed a larger maze. (We used a standard depth-first maze generation algorithm for this. — Chris) This had the effect of eliminating any sense of choice in terms of exploration, and also felt incredibly tedious for the player when they had to backtrack.

It seemed like the best way to get the full sense of exploration I wanted was to open the maze up completely. Sticking with the grid system, we made sure that each room connected to all adjacent rooms to create a far more organic ability for players to poke around at their whim. Items were moved into the randomly placed “supply” rooms as a bonus for discovery. On the story side of things, I finished a fleshed-out version of just how the player got into this situation, which lead directly to the creation of the “facility” rooms and the entire framework of communication with Rusty.

This is a somewhat trimmed-down version of the many iterations the project took along the way, but you can see that things changed an awful lot from day one. Next time, I’ll talk a little more in-depth about certain elements that didn’t make the final cut and ended up on the editing room floor…

Written by Joel on July 23rd, 2010, 3 Comments
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Humans, Robots, and Dark, Tight Spaces

As Chris has already announced, we’ve just released our newest title, Sanctuary 17.  It’s been just over six months since our first game, Where We Remain, came out, and after a very brief pause, we got to work on Sanctuary 17 with the hopes of knocking it out in a few short months.  Obviously, that didn’t go entirely according to plan.

Sanctuary was born from my desire to re-imagine one of  my favorite games from my childhood: Night Stalker (for the Intellivision).  A very simple game about a man trapped in a maze with an endless parade of deadly robots coming after him, it still managed to push my childhood fear button with great effect.  Taking those feelings – isolation, fear of what was coming next – and putting them into a larger context was the driving force behind my early designs for Sanctuary.

The game has changed a lot from my initial thoughts, both in story and in mechanics.  The world was more limited at first, more linear, but as we went through the early stages, the (to me) thrill of exploring the unknown almost demanded to be given more focus.  The plight of the survivors went through many iterations, until it grew into the story of a handful of dreamers with thoughts of freedom being exiled into the darkness.  With each change, more and more moving pieces came into play, and the project grew larger and larger.

Chris, as usual, kept it all together, deftly implementing our changing goals.  It was a learning experience for both of us, but certainly a good one.  Of course, as a project drags out longer and longer, you start to just want it finished. When all was said and done, though,  I feel we’ve created something we can look upon proudly, and hopefully something you will enjoy playing.

Written by Joel on July 20th, 2010, 1 Comment
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Sanctuary 17

Our latest game is an homage to the Intellivison game Night Stalker, and explores the classic conflict of man vs. robot in the confines of a massive labyrinth.

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