Galak-Z | oprainfall

Today, 17-BIT has announced that their space adventure shmup with a touch of roguelike gameplay, Galak-Z, is heading to the PlayStation Vita. Both the PlayStation 4 and Vita versions are set for release later this year. Below are some interesting blurbs that you should take notice of from 17-BIT’s senior producer Raj Joshi. You can check out the full post here.

Why did the same environment stay fun for so long? What really matters in Galak-Z is the interactions between all the moving parts. Combat with intelligent squads, getting attacked by a hostile environment, weighing the risks of a deadly magma pool versus the sheer style of knocking some hapless enemy into it… As long as we kept switching it around, it kept being interesting.

That hand-worn level became the guidebook for our level generator, which now helps to replicate the work we’d been using intuition and experimentation to craft. We have a library of rooms hand-designed to fly around in. The rooms are filled with potential spawn points for the traps and enemies. We do it by hand to guarantee the objects are placed in interesting and organic ways; you want that self-defense turret to have a good angle on any intruders, right? The rooms are then selected, randomized, and connected to form a dungeon. Launch out from your mothership, and you’ll find yourself entering a new and dangerous space cave on each mission.

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David Fernandes
(Community Manager) David is an assistant admin and community manager at oprainfall. He joined the Operation Rainfall Campaign at the beginning, and became one of the staff as the first wave of new volunteers were needed back in mid June. He is an avid video game collector, and lover of most game genres. David spends much of his time in a futile effort in clearing out his ever growing video game backlog.