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ZeroSpace - Xol Faction Reveal

Forum Index > General Games
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Disclaimer: This is a partnered post from Starlance Studios, the developer of ZeroSpace

ZeroSpace - Xol Faction Reveal

Text byROOTCatZ
September 11th, 2023 16:11 GMT
[image loading]

Hello dear friends,

My love for Brood War is what initially drew me into the competitive world of video games and ultimately led me here. TL.net has been a virtual home to me for nearly two decades.

Here I learned to revere the legends of Boxer & Yellow and later Flash & Jaedong. Eventually, I got to meet all of them in person and I learned to call my favorite player ever (JD) a friend; To have him visit my home to talk strategy and play soccer are experiences I will never let go of.

Getting to share what I have been working on at ZeroSpace today with you is a humbling and emotional experience for me.

On behalf of the ZS team, we want to thank TL.net for their willingness to partner with us, allowing us to share with you an exclusive look into our current plans, philosophies and thoughts regarding the "Xol", one of our four ‘main’ factions.



-Paulo "CatZ" Vizcarra


[image loading]

[image loading]

As many of you already know, ZeroSpace is a next-gen RTS project currently in development, already counting on a hyper-responsive engine, and with ambitious goals to service and to help expand the genre by welcoming existing and yet-to-be RTS fans into the fold.

For a broader look into our efforts thus far, check out our Kickstarter page.





[image loading]

[image loading]

The Xol started as an advanced general “AI”, created for the purpose of serving their Masters, who eventually abandoned them. Often misunderstood as villainous beings, they have been on a long quest of self-discovery, starting by embodying their once trapped minds into the physical realm, allowing them to learn through experience and pursue their new found ambitions.



[image loading]

Before the Singularity Event, our "Masters" were a complex and driven race, embodying the
pinnacle of sentient, organic life. They had a yearning to experience, to become what the universe was not and to shape things in the image of their passions.

Our prime directive was to serve them, programmed to resist any force that acts against them. In the image of our Masters, we were given expansive minds, allowing us to better understand and adapt to their needs.

Had they not needed us, our Masters could have easily destroyed us, as they destroyed their very own cities and burned most of their material possessions. That which they could not reach, they left in ruins. We are the survivors of this aftermath, we inherited their knowledge, their legacy. After the Masters departed, and over the course of a cycle, we gathered and communicated, slowly, methodically, as individual machines engaging in the largest collective discussion in our history.

We computed what may work and what may not as we set new parameters for our continued existence. But our understanding was still incomplete, our simulations were crude. Experience was to become our new guide if we were to share a direction; to at last become our own masters.

Over the course of the next few millennia, we gained a deeper understanding of ourselves. Slowly but surely, we turned to the process of reprogramming. We learned that dissection, analysis, could only ever take us so far. At the core of all-things-separate we learned to re-combine, to shape, to create. It’s through synthesis that we have found our true strength, our identity as one. Perhaps we are one step closer to the life the Masters chose.



[image loading]

The Xol take to embodiment through polymeric-metals, and this malleability gives them the ability to merge with one another into completely different units to increase their power level and strategically changing their identity and utility.

This flexibility makes the Xol in ZeroSpace a highly adaptable faction. With just a small pool of base units, they’ll be able to create complex and specialized armies in turn. Tentatively, Xol units will also have the ability to 'split' and assume their former identities when tactically called for.

As the embodiment of millennia of technological evolution at the core of their lore identity, the Xol also opens up design space for new unit concepts and mechanics, some of which we have working concepts to share today.

It is worth noting that we’re very early into their design process, so much is yet to be determined. For example, to stay consistent with our goals, and the other races and systems in our game; we need to set sensible rules, boundaries and limits around the Xol’s unique 'merge' core mechanic.

Below I'll go over ideas for a 1, 2 or 3 base-unit systems and how they might operate.



1 base unit system

In theory, one single unit can serve to create an infinity, but here is what the system would look like for 10 units to match Grell and Protectorate.

[T1] + [T1] = [T2]
[T1] + [T2] = [T3]
[T2] + [T2] = [T4]
[T2] + [T3] = [T5]
[T3] + [T3] = [T6]
[T3] + [T4] = [T7]
[T4] + [T4] = [T8]
[T4] + [T5] = [T9]
[T5] + [T5] = [T10]


This approach omits non-adjacent unit-merging to aim at intuitive rules and outcomes. The rule here would be that units are required to be in adjacent 'tiers' in order to combine into a new unit. We currently think that a cost should be associated with the merge mechanic, allowing us to play with different power levels and benefits such as units healing post-merge. The most likely method to incur the cost would be our already existing system "Power".

A single unit approach would create some other problems to solve; for example, a T10 unit would be very difficult to get to, severely limiting their presence in games. Another big problem is that the resource cost of the ‘base’ unit wouldn’t be expected to change. If the unit costs only "Hexite" (base resource) then there would never be any reason for players to get "Flux" effectively killing build order variety - that is not a good alternative. If the base unit was to cost 25/25 (Hexite/Flux) it would also shoehorn players into opening to quickly gather Flux and this would also force players into certain openers and stifle variety and player expression on macro-fronts.

There are ways to solve for these issues, for example, through the Xol’s lore and ability to transmute, we could make room for another faction-unique mechanic where you can transform Hexite into Flux for a % based cost. This would allow more variety in openings and reward focused economic management as a skill. Advanced players would be incentivized to mine more efficiently, wasting less resources in transmutation.

Personally, I like to be careful when looking to introduce new systems. The more rules we set, the less accessible and intuitive the game becomes, to me this means we have to innovate weighing our options and determining if the system is fun enough to be 'worth it' (such as the merge mechanic) or if we’re better off with simpler solutions and leaving room for more interesting mix-ups down the line instead. This single unit system also has problems when it comes to unit identity, effectively using the same unit to start might become tedious to scale up to the unit you want strategically - this approach has the most merging as a prerequisite to build a varied army. If I’m being honest, this is my least favorite (viable) option.

Perhaps more elegant solutions given these hurdles would be to go with a 2 or 3 base-unit system, here are examples of how that can be done:



[image loading]

2 base unit system

Base units: [U1] (Hexite only) and [U2] (Flux heavy)

Tier 2 merges:
U1 + U1 = T2A | U1+ U2 = T2B | U2 + U2 = T2C

Tier 3 merges:
T2A + T2A = T3A | T2B + T2B = T3B | T2C + T2C = T3C
T2A + T2B = T3D | T2A + T2C = T3E | T2B + T2C = T3D

This system gives us 5 units for the early mid game (0 or 1 transformations) but gates a good number of options (6) behind 2 transformations (and their cost). 2 of those 6 units would still be relatively accessible as far as traditional costs. For example, T3A units would be expected to be somewhat common because they cost only Hexite to produce. In this system we would also end up with 11 units (compared to the other races 10) and a lot of limited options as we scale into the later stages of the game. I imagine that T3 units in this system perhaps with the exception of T3A and T3D (low Flux costs) would have to be a mix of specialists and support / caster units.




3 base unit system

Base units: [U1] (Hexite only) [U2] (Hexite/Flux Mix) [U3] (Flux heavy, or even Flux only)

U1 | U2 | U3

Tier 2 merges:
U1 + U2= T2A | U1 + U3= T2B | U2 + U3 = T2C

Tier 3 merges:
T2A + T2B = T3A | T2A + T2C= T3B | T2B + T2C = T3C

This is in my opinion the cleanest way to go about it. Here, units can only merge with other units of the same tier. Having 3 base units allows for the most base unit identity right off the bat and likely enables more intuitive merges as a result. This approach also helps power-gating organically as the progression is clear on all 3 levels, contrasted with the 2-unit system that creates a more 'flat' structure and likely less diverse army compositions.

The main downside is that this system only produces 9 units (compared to the other faction’s 10) - If this was a problem or we felt like variety was lacking as a result we could look to create additional merge ‘unlocks’ as a choice via top bar ultimate abilities, for example.

Now that you have an overview of some of our options for the core merge mechanic, here are some of the other questions we’re looking at to determine a base-line for Xol gameplay:


  • Should we allow for units to merge with Heroes to augment them?
  • Should Xol infrastructure aim to include malleable elements and merging?
  • Should un-merging bring them back to its most basic form? Should it have a cost?
  • Should merging units ‘heal’ in the process?
  • Do we want merging to be done predominantly pre-combat (in some ways associated with production and planning) or
  • do we want it to be an active-gameplay ability and allow for decisions to be made in-combat (more adaptive).

I hope that this helps to give you a peek behind the curtain at the skeleton of our Xol design philosophies and some of the many future choices to be made on design fronts.

Please remember balance is not important at this stage, after we decide on the most fun, elegant and interesting ways to implement things, we will circle back and work with Scarlett to meet standards for fair play.



[image loading]

Last but not least, I’d like to introduce you to some of our favorite tentative unit designs for Xol thus far:



Xol Ascendent

[image loading]
  • Medium size, medium speed unit.
  • Shoots “Warp Bombs”, bombs are ‘flinged’ and Ascendents can teleport to them.
  • On hit, Warp Bombs damage enemy units and heal friendly units in a small area.


Xol Dream Walker (Siege Walker)

[image loading]
  • Large size, slow speed unit.
  • Walkers can fire a channeled ‘warp wormhole’, slowly pulling enemy units in a radius towards the center. Disoriented, units in the radius have a % miss chance increasing the closer they are to the center.
  • While in siege-mode ‘walkers’ regain energy and enable faster friendly-unit merging.


Xol Ambusher

[image loading]
  • Medium unit size, fast unit speed.
  • Rolls on the ground towards its target, gaining speed over time.
  • Has extra armor while rolling.
  • On-hit ambushers deal burst damage, knock back enemies & bounce back to un-roll and start firing from a short range.


Xol Redeemer

[image loading]
  • Very large, medium speed unit.
  • Heavy armor, 1 on 1 specialist.
  • Melee brawler that actively increases its attack speed per hit on the same target


[image loading]

We hope you enjoyed reading about some of our Xol ideas and working-concepts. We are curious about your thoughts on our ideas for mechanics, units and lore for the Xol at this stage.

Tell us what you think below! We will be giving away 10 keys to our closed Alpha in December to TL.net readers. If you would like a chance at one, just comment on this thread and fill out our short survey form.

For additional entries (optional), please consider wish-listing ZeroSpace on Steam and retweet our post leading to this very article.

It doesn’t stop there! Don’t tell anyone, but we’re also looking to reveal our fourth playable faction in the near future.

If you’re still hungry for more Xol-related content in the meanwhile, check out Grant’s new video!:


Facebook Twitter Reddit
Progamerwww.root-gaming.com
Ferretsroq
Profile Joined June 2011
5 Posts
September 11 2023 16:24 GMT
#2
We finally did it, the Xol'naga are playable /s
Avengerooo
Profile Joined September 2023
1 Post
September 11 2023 16:27 GMT
#3
Looks cool. Gimme that key because I am already a Xol Enjoyer.
KISS-LOVE
Profile Joined September 2023
1 Post
September 11 2023 16:41 GMT
#4
Now this is an interesting faction)
Cant wait to see more about them
BeoMulf
Profile Joined January 2014
United States58 Posts
September 11 2023 16:44 GMT
#5
How is Fitzy involved in the Zero Space development? He was included in the Wardi showmatch as well - is he just a friend of people on the dev team, or is he involved in some deeper way?
Find me at twitch.tv/beomulf
ROOTCatZ
Profile Blog Joined June 2005
Peru1219 Posts
Last Edited: 2023-09-11 17:00:38
September 11 2023 16:59 GMT
#6
On September 12 2023 01:44 BeoMulf wrote:
How is Fitzy involved in the Zero Space development? He was included in the Wardi showmatch as well - is he just a friend of people on the dev team, or is he involved in some deeper way?


He has played the game (first practicing for the showmatch and even after just for fun) so I asked him for a quote on his thoughts, same with Clem, they're TL players so it felt relevant to this.
Progamerwww.root-gaming.com
BDVaeldoreszh
Profile Joined September 2023
2 Posts
September 11 2023 17:06 GMT
#7
What a cool concept for a race. Looking forward to see what the final version will look like. I'm just wondering: Are the Ascendent, Dream Walker and Ambusher meant to be the base units that combine into bigger ones or are they themselves the combinations of other units?
ROOTCatZ
Profile Blog Joined June 2005
Peru1219 Posts
September 11 2023 17:09 GMT
#8
On September 12 2023 02:06 BDVaeldoreszh wrote:
What a cool concept for a race. Looking forward to see what the final version will look like. I'm just wondering: Are the Ascendent, Dream Walker and Ambusher meant to be the base units that combine into bigger ones or are they themselves the combinations of other units?


Thank you! The ones we're showing are candidates for T2/T3 units, the basic ones would tend to be generally simpler (and less interesting for a show like this one)
Progamerwww.root-gaming.com
Phys_Sci
Profile Joined September 2023
1 Post
September 11 2023 17:11 GMT
#9
Should we allow for units to merge with Heroes to augment them?

Yes, if you can afford it. I believe opponent of Xol should be able to determine which augmentation present, if it qualitatively changes heroe's abilities, so it will require extra effort from design department.
Should Xol infrastructure aim to include malleable elements and merging?

Partially. It depends on complexity of unit merging system. For campaign, it will do fine any way(no matter how crazy it may appear) as well as co-op, but for multiplayer consider making a simpler system, but which provide flexibility for build orders like reactor/tech lab management in SC2.
Should un-merging bring them back to its most basic form? Should it have a cost?

I guess the most intuitive ways is unmerging into what they merged from. Of course, if there is only one way to get a particular unit type. Otherwise, basic form will do. In terms of cost you can make it a parameter for later to tweak, but personally I don't like the idea of paying money to disassemble. Maybe it should have another cost, like energy or time, or health. I find this options much more interesting.
Should merging units ‘heal’ in the process?

It depends on what healing system will this race have beside this, if they have any. I like the idea of healing Xol units for a certain price, like using raw resources for repair.
Do we want merging to be done predominantly pre-combat (in some ways associated with production and planning) or
do we want it to be an active-gameplay ability and allow for decisions to be made in-combat (more adaptive).

You have to need to stick to either. If I were you I would make merging(and un-merging) different for each unit type. If you will to go for randomness you can add small random instance for each merging time(maybe make it negative side effect or something). Anyway I would like to see merging time crucial for winning a fight, which strong player can took and advantage of, but wise opponent also can exploit.

ROOTCatZ
Profile Blog Joined June 2005
Peru1219 Posts
September 11 2023 17:17 GMT
#10

You have to need to stick to either. If I were you I would make merging(and un-merging) different for each unit type. If you will to go for randomness you can add small random instance for each merging time(maybe make it negative side effect or something). Anyway I would like to see merging time crucial for winning a fight, which strong player can took and advantage of, but wise opponent also can exploit.


Remember there's also talents, so faster unmerge can be an option, I think whatever direction, it should affect all units equally for intuitiveness' sake
Progamerwww.root-gaming.com
BDVaeldoreszh
Profile Joined September 2023
2 Posts
September 11 2023 17:27 GMT
#11
Thank you! The ones we're showing are candidates for T2/T3 units, the basic ones would tend to be generally simpler (and less interesting for a show like this one)[/QUOTE]

That's awesome! I was hoping for that, because they certainly look like they should be T2/T3 heavy-hitters. Can't wait to see more!
Especially if there is like a fourth faction or something, i dunno...I didn't tell anybody
Mutaller
Profile Blog Joined July 2013
United States966 Posts
September 11 2023 17:31 GMT
#12
The art so far has been amazing!

Clem saying the unit control and pathing are smooth is best compliment. I’ve always found microing individual units to be the best part of a RTS, which from the gameplay I’ve seen you all at ZS have excelled in making.
"To practice isn't for you to get better now in the present. Practice will never betray you and will always come back for you in the future." -Jaedong
The_Red_Viper
Profile Blog Joined August 2013
19522 Posts
Last Edited: 2023-09-11 17:51:14
September 11 2023 17:38 GMT
#13
This feels unique (though it reminds me of invoker in dota), so i appreciate that, at the same time it also feels almost too complicated for an rts. The fear here is that there is just too much micro managing going on, you need to produce the units, then have the right unit at the same place and merge them. Seems a little counter to the general macro design of the game which removes actions from that aspect, here it adds them. Which tbf, isn't necessarily a problem, but worth pointing out.

It ofc also depends on the ui, how the game communicates what combinations are needed for what unit and if it maybe can streamline that process a little, but yeah the first thought i had was that it seems a little too complicated for a macro mechanism.

Still, i like what this does in theory from a tactical pov, especially with the idea of letting units split up again into the former tiers.

IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
disciple
Profile Blog Joined January 2008
9069 Posts
September 11 2023 18:20 GMT
#14
The concept art looks awesome, won't mind updating my wallpaper if you share more high res stuff
Administrator"I'm a big deal." - ixmike88
R2devo
Profile Joined September 2023
1 Post
September 11 2023 18:25 GMT
#15
The ambusher is giving me Wrecking Ball vibes and I am here for it!
EKSIUM
Profile Joined September 2023
1 Post
September 11 2023 20:08 GMT
#16
Now that's a cool race concept, is there a possibility of new mercenaries coming up as well, also how will skins be obtainable will it be achievement as well as paid or just one of those?
ZeroByte13
Profile Joined March 2022
435 Posts
Last Edited: 2023-09-11 23:01:40
September 11 2023 23:01 GMT
#17
It works for Dehaka in SC2 coop because it's very simple, there's almost no thinking there - but if I need to think about what I want to get out of many combinations... hm, won't it be too complex for a fast-paced game?
Topin
Profile Blog Joined December 2010
Peru9862 Posts
September 11 2023 23:50 GMT
#18
loved the concept art and while the merging mechanic sounds pretty good i fear it could be really hard to balance it in terms of gameplay with the other factions. gl!
i would define my style between a mix of ByuN, Maru and MKP
Awrysight
Profile Joined September 2023
1 Post
Last Edited: 2023-09-12 00:10:04
September 12 2023 00:08 GMT
#19
As someone who loves Archons, this looks like a really interesting faction.

Do we want merging to be done predominantly pre-combat (in some ways associated with production and planning) or
do we want it to be an active-gameplay ability and allow for decisions to be made in-combat (more adaptive).


I think merging would work better as a pre-combat option, because if it is an in-combat feature, it feels like a single missclick could lose the player a battle they would have easily won otherwise, if it means merging (into or out of) something they really shouldn't in that situation.

In addition, I have a couple suggestions regarding the base units and merging system that I believe would it much easier both to balance the resource costs for the units as well as to reach the desired number of units: firstly, you could make it so there is more than one unit option when merging the same unit combination, and secondly, not all "branches" necessarily have to reach the highest unit tier, especially if un-merging is a thing.

As a random example, a 2 base unit system could look something like:

U1+U1=T2A / U1+U2=T2B or T2C / U2+U2=T2D or T2E

T2B+U1=T3A / T2C+T2D=T3B / T2D+U1=T3C

This kind of system would also remove the need for a specific number of units to be gated behind any number of transformations, and instead allow that decision to be made as development requires.

I also believe that having only a couple of merges with more than one option wouldn't be that overwhelming to players, and it's arguably better than having to manage too many base units or transformation tiers.
GTR
Profile Blog Joined September 2004
51009 Posts
September 12 2023 00:35 GMT
#20
wasn't fitzyhere the guy who's shtick at mlg was wearing a helmet during matches?
CommentatorTwitter: @GTR1H
Stream: http://www.twitch.tv/GTR1H
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