Design: Core Loop Development
October 18, 2025โ
- @Divides By Zero
- @Galactic_15
- @maloki
- @rachaelrose1212
- @Rev
- @Rora
- @Sp3cialK
- @WarrenGore
- @WolfsWeb
- @whale
Focusโ
- Core Player Experience (CPE) mini vote check-in
- Phase Three launch: Core Loop definition
- Identify repeatable cycle of actions, motivations, rewards
- Establish entry conditions, action phases, risk elements, rewards, reset conditions
Core Player Experience (Phase Two)โ
Mini Vote Statusโ
- Engagement and front runners already emerging
- Open discussion of votes encouraged
- Guideline: Keep persuasion positive, don't down-talk other options
Statement Feedbackโ
- Comments that statements sound "cheesy"
- Response: Typical of CPE - trying to fit much into one sentence
- GDD is internal, so acceptable
- Focus on what we want, not necessarily what currently exists
Wording Adjustmentsโ
- Changed for consistency (e.g., Wanderlust โ Curiosity and Yearning)
- Ensures right tense, perspective, and actual emotions
- Note: If you want Wanderlust, vote for Curiosity and Yearning
Core Loop Definition (Phase Three)โ
Official Launchโ
Phase Three now open for submissions
Core Loop Componentsโ
- Definition: Repeatable cycle of actions, motivations, and rewards that keeps player engaged
- Not: Full progression or bunch of features
- Target: 4-6 steps
- Format: Couple words or phrase per step (avoid sentences/paragraphs between arrows)
Example Loopsโ
- Minecraft: Gather โ Craft โ Build โ Explore โ Repeat
- Roguelite: Battle โ Upgrade โ Attempt โ Die โ Return โ Upgrade โ Repeat
Key Components to Considerโ
- Entry condition: What starts the loop
- Action phase: What player does
- Risk or challenge: What causes tension
- Reward phase: Loot, what player gets
- Reset: What causes repeat
Note: 4-6 components ideal, but acceptable with only 3
Core Questionโ
"If we strip everything out of the game, what does the player actually repeat between logins or plays?"
Entry Condition and Preparationโ
First Step Discussionโ
What players do right before entering Rift
Hub World Roleโ
- Suggested as place where players spend considerable time
- Starting point for activities
Preparation Stepsโ
- Planning: Set next goal for Rift run (resource needs, guild focus, gear)
- Gear preparation: Personal choices
- Food/buffs: Preparing food, potions, buff foods
- Purchasing: Buying items
- Contract selection: Quest or campaign for 20-30 minute objective
Opening the Riftโ
- Choosing or crafting Rift type
- Personal choices (e.g., Cave-themed Rift with right essences)
Selling Phaseโ
- Currency and selling items discussion (Vault Hunters didn't have this)
- What can be done differently from Vault Hunters?
- Assumed part of "getting ready" phase
Downtimeโ
- May be side loop rather than sub-loop
- Should be at end of core loop
- Players make choices about starting new Rift
- Flowchart can include decision points and branches to side loops
Action Phaseโ
Consistent Player Actionsโ
What players do to progress or gather things
Core Actionsโ
- Enter Rift
- Kill
- Loot
- Collect
- Explore
- Progress objective Summary: Loot, fight, explore
Sub-Loopsโ
- Each action can be own sub loop
- Dying, victory, or leaving changes loop
Anomaliesโ
- Still being developed
- May spawn enemies when triggered
- Original pitch: Click on anomaly and it does something
- Player resource management (health, mana)
Secrets and Hidden Contentโ
- Looking for secrets/hidden things
- Fits under explore
Buildingโ
- No submissions about building
- People don't see as integral
- Could be sub-loop or side loop for relaxation
- Not mandatory activity
Risk Element and Challengeโ
Risk Discussionโ
Where uncertainty or challenge naturally occurs
Risk Sourcesโ
- Quantity of mobs
- Unknown mob spawner types
- Soft time limit: Things get harder or rift starts collapsing
- Rift spawners: Might reset after 30 minutes, making return harder
- Traps: In old design document
- Environmental risk: Gravity, difficult terrain
- Chaos rooms: Harder to navigate, difficult return to main portal
- Rift shape variation: Not all rifts same shape long-term (adds uncertainty)
Time-Based Mechanicsโ
- Quicker objective completion = better reward
Potential exploits:
- Rush objective, get out
- Enter and wait 20 minutes for rift to get hard enough before starting (min-max)
- Need to consider how players will cheese systems
Challenge POIsโ
- Offer challenge POIs to encourage exploration (instead of timers)
- High difficulty but chance for great loot
- Questions: Relying on RNG? Does POI look different so player knows approaching it?
Tiered Rift Ideaโ
- Find entrance to another rift inside your rift (up to 5 levels)
- Finish objective โ chance for another rift opening
- Slightly harder version each level
- At fifth level: leave and get multiplied loot rewards
- Each rift one tier higher than starting rift
Accessibility Considerationsโ
- Arachnophobia setting with alternative mobs to spiders
- Alternative should have similar collision
- No specific mob decided yet
Reward and Feedback Systemโ
Tangible Rewardsโ
- Opening chests and getting loot
- Reputation gains
- Guild progression
- Gear leveling (instead of player leveling)
- Access to new rift types
- Unlock unique rifts or different kinds
Intangible Rewardsโ
- Dopamine
- Excitement of fighting bigger bosses
- Getting better (even if skill-based)
- Learning mob attack patterns
- Learning rift layouts
- Guild ranks unlocking different rifts
Reset Conditionโ
Loop Reset Triggersโ
- Death
- Completed rift and feel done (leave voluntarily)
- Struggling with objective and decide to abandon
- Time constraints or IRL stuff
Additional Topicsโ
Emerged organically through discussion
Guild Quests and Objectivesโ
Quest System Integration
- Objectives framed as guild quests for reputation
- Quest system tied to guilds
- Each guild might have own quest set Implementation Questions
- Option 1: Selecting quest determines next objective
- Option 2: Entering Rift randomly assigns quest for random unlocked guild
- Either option could work Quest-Objective Tie-In -Guild quests implementable if quest system tied to objective system
Exploration Contextโ
Exploration Definition
- Doesn't just mean walking through Overworld
- Can mean room-to-room within Rifts Planning Component
- Didn't come up initially in submissions
- Setting next goal for Rift run is part of planning
Collaboration and Processโ
Tools Discussion
- Suggestions: Canva, Google Sheets, FigJam, Mural, Miro
- WotR-Docs: Has Mermaid built in (supports flowcharts)
- Obsidian: Has collaboration features (speaker uses for project) Submission Format
- Can submit own drawings (perfection not required)
- Collaborative creation encouraged
Next Actions
Forum Submissionsโ
- Post ideas in forum
- Goal: Collaborate, refine ideas, reach consensus by next meeting
- Potentially mini-vote to move options into GDD
Feedback Channelsโ
- Sp3cialk DMs open
- Design general channel
- Report ticket for anonymous feedback
Meeting Feedbackโ
- Sp3cialk hopes everyone happy with game design direction
- Open to suggestions for improvement
Timeline
- Two week given for Phase 3 (Loop)
- Goal: Start on mechanics by November