{"id":64,"date":"2026-10-27T11:32:31","date_gmt":"2026-10-27T11:32:31","guid":{"rendered":"https:\/\/sites.wsagames.com\/yz5e24\/?p=64"},"modified":"2026-10-29T16:59:44","modified_gmt":"2026-10-29T16:59:44","slug":"week-6-pitch-evaluation-and-developing-rift-runner","status":"publish","type":"post","link":"https:\/\/sites.wsagames.com\/yz5e24\/2026\/10\/27\/week-6-pitch-evaluation-and-developing-rift-runner\/","title":{"rendered":"Week 6: Pitch evaluation and developing Rift Runner"},"content":{"rendered":"\n<h2 class=\"wp-block-heading\">This week<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li>I brought the pitch up to date with Rift Runner v0.21 and reviewed the nine pitch evaluations. The main question for me was whether the presentation explained what the rhythm system adds to an FPS.<\/li>\n\n\n\n<li>I also followed up the Week 5 playtest: the opening needed teaching, the rewards needed to be easier to read, and the route after a fight needed more direction.<\/li>\n\n\n\n<li>The latest deck has 12 slides. It covers the player experience, three design pillars, the loop, references and prototype development.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">The pitch and gameplay<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li><a href=\"https:\/\/sites.wsagames.com\/yz5e24\/wp-content\/uploads\/sites\/102\/2026\/10\/RiftRunner_Pitch.pptx\">Download the 12-slide pitch (PowerPoint)<\/a><\/li>\n\n\n\n<li>The gameplay demonstration below is one minute.<\/li>\n<\/ul>\n\n\n\n<figure class=\"wp-block-video\"><video controls poster=\"https:\/\/sites.wsagames.com\/yz5e24\/wp-content\/uploads\/sites\/102\/2026\/10\/week6-rift-runner-poster.jpg\" src=\"https:\/\/sites.wsagames.com\/yz5e24\/wp-content\/uploads\/sites\/102\/2026\/10\/week6-rift-runner-gameplay.mp4\" playsinline><\/video><figcaption class=\"wp-element-caption\">A 60-second gameplay demonstration from v0.21, recorded and edited on 26 October. The footage uses arranged gameplay inputs and keeps the game HUD and sound.<\/figcaption><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">What I am trying to make<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Rift Runner is a single-player PC FPS about crossing a machine world towards its core. The current route has seven connected regions, twelve regular arenas and a final boss.<\/li>\n\n\n\n<li>I want players to start by coping with the fight, then learn how a weapon and their movement fit the music. The audience I have in mind is FPS players who are curious about rhythm mechanics.<\/li>\n\n\n\n<li>The main loop is to fight through an arena, recover in a supply bay, choose an upgrade when a chip is available, and carry that build into the next encounter. A run has six upgrade choices from a pool of 26.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">The pillars in the game<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fluid movement: jumping, sliding and dashing let the player change position. Dashes use a short cooldown, so movement no longer depends on a three-charge allowance.<\/li>\n\n\n\n<li>Readable combat: enemy silhouettes and red weakpoints help the player choose a target. Health, ammunition and beat information have their own areas on the HUD. The opening now teaches these systems before the campaign starts.<\/li>\n\n\n\n<li>Rhythm rewards: the main game runs at 140 BPM. Accurate dashes build S, SS and SSS ranks. SSS gives a short period of faster movement and unlimited ammunition.<\/li>\n\n\n\n<li>Weapon timing gives the rhythm rule a practical use. The heavy machine gun fires sixteen shots across four beats, while the railgun charges across three beats. Those patterns ask the player to learn different firing habits.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Pitch evaluation: nine responses<\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><thead><tr><th>Criterion<\/th><th>Average \/ 5<\/th><\/tr><\/thead><tbody><tr><td>Design intention is clear<\/td><td>4.11<\/td><\/tr><tr><td>Core loop is clear<\/td><td>4.11<\/td><\/tr><tr><td>Loop seems engaging and supports the intention<\/td><td>4.11<\/td><\/tr><tr><td>Design pillars are distinct and clear<\/td><td>4.22<\/td><\/tr><tr><td>Gameplay supports the pillars<\/td><td>4.00<\/td><\/tr><tr><td>Prototype and concept materials help explain the pitch<\/td><td>4.44<\/td><\/tr><tr><td>Unique positioning is clear<\/td><td>4.22<\/td><\/tr><tr><td>Overall average<\/td><td>4.17<\/td><\/tr><\/tbody><\/table><figcaption class=\"wp-element-caption\">Nine responses to each question. <\/figcaption><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">What I took from the scores<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li>All nine evaluators agreed or strongly agreed that the supporting materials helped explain the pitch. That was the strongest result, at 4.44\/5. I will keep using screenshots and short sequences that show a whole action and its result.<\/li>\n\n\n\n<li>Gameplay supporting the pillars scored lowest, at 4.00\/5. Two responses were neutral. I need to show each pillar through an example: a dash used to avoid an attack, a readable weakpoint, and an on-beat action leading to a visible reward.<\/li>\n\n\n\n<li>The two loop questions averaged 4.11\/5. Two people were neutral about how engaging the loop seemed. A list of actions cannot explain the change of pace on its own, so the video includes fighting, entering a supply bay and choosing an upgrade.<\/li>\n\n\n\n<li>Unique positioning averaged 4.22\/5, but one person disagreed. I should not lose that response inside the average. The pitch needs to explain the timing rules and player freedom clearly enough that someone can describe the difference without my help.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">How I responded to the earlier playtests<\/h2>\n\n\n\n<h3 class=\"wp-block-heading\">Teaching the opening<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Mason asked for tutorials and instructions. I added a training area for movement, weapons, reloading, aiming, weakpoints and rhythm actions.<\/li>\n\n\n\n<li>In v0.21, each objective must be completed and then confirmed. Holding a button from an earlier stage cannot skip the next task. The elimination exercise now uses a robot that can actually be defeated.<\/li>\n\n\n\n<li>After the objectives, the player walks through the open portal into the first campaign region. The player can move straight from training into the campaign.<\/li>\n<\/ul>\n\n\n\n<figure class=\"wp-block-image size-large\"><a href=\"https:\/\/sites.wsagames.com\/yz5e24\/wp-content\/uploads\/sites\/102\/2026\/10\/week6-tutorial-portal.png\"><img decoding=\"async\" src=\"https:\/\/sites.wsagames.com\/yz5e24\/wp-content\/uploads\/sites\/102\/2026\/10\/week6-tutorial-portal.png\" alt=\"Rift Runner v0.21 tutorial completion in Simplified Chinese, showing an open portal and a distance marker.\" \/><\/a><figcaption class=\"wp-element-caption\">v0.21 developer capture: completed training, an open portal and the Chinese language option.<\/figcaption><\/figure>\n\n\n\n<h3 class=\"wp-block-heading\">Difficulty, rewards and the route forward<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Alice and Shirley found the first level too difficult. Opening-region enemies now have 70% of the previous health and ranged damage, with longer intervals between shots. This gives the player more time to learn while moving.<\/li>\n\n\n\n<li>Shirley could not tell where to go after clearing an area. Route markers now name the next destination, show its distance and tell the player when it is behind them. The objective switches to collecting supplies when a reward is waiting.<\/li>\n\n\n\n<li>Maggie found the clear screen too abrupt. Clearing an arena now leaves the player in control and opens the exit with a clear banner. Supply rooms provide repair pickups and upgrade chips between fights.<\/li>\n\n\n\n<li>The final victory view keeps the scene visible behind a gold completion heading. I also reduced an oversized clear effect after it obscured the supply area. <\/li>\n\n\n\n<li>The bridge floor bug Maggie reported came from overlapping visible surfaces. I shortened the visible bridge pieces to fill the gaps while keeping the collision surface continuous.<\/li>\n<\/ul>\n\n\n\n<figure class=\"wp-block-image size-large\"><a href=\"https:\/\/sites.wsagames.com\/yz5e24\/wp-content\/uploads\/sites\/102\/2026\/10\/week6-supply-route.png\"><img decoding=\"async\" src=\"https:\/\/sites.wsagames.com\/yz5e24\/wp-content\/uploads\/sites\/102\/2026\/10\/week6-supply-route.png\" alt=\"Developer capture of a supply-room entrance with an Arena Clear banner, upgrade chip and a Supplies distance marker.\" \/><\/a><figcaption class=\"wp-element-caption\">The supply and route changes introduced in v0.18: an open exit, a repair pickup, an upgrade chip and a visible destination.<\/figcaption><\/figure>\n\n\n\n<h3 class=\"wp-block-heading\">Beat feedback and language<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>The Week 5 comments showed that rewards could exist without being noticed. The S ranks and timed bonus sit beside the beat guide, while Perfect and kill messages sit away from the crosshair. The build sheet pauses combat so upgrades can be read safely.<\/li>\n\n\n\n<li>Maggie also asked about Chinese. v0.21 includes English and Simplified Chinese settings for the menus, tutorial, combat HUD, results and all 26 upgrade descriptions.<\/li>\n\n\n\n<li>I kept aiming assistance optional. The latest sniper change removes its camera pull in both scoped and unscoped use, while the other weapons keep their existing assistance.<\/li>\n\n\n\n<li>A larger basic ammunition capacity, closer enemy placement and a short story introduction remain design questions. The SSS ammunition reward answers a different problem, so I have not counted it as the requested magazine increase.<\/li>\n<\/ul>\n\n\n\n<figure class=\"wp-block-image size-large\"><a href=\"https:\/\/sites.wsagames.com\/yz5e24\/wp-content\/uploads\/sites\/102\/2026\/10\/week6-victory-chinese.png\"><img decoding=\"async\" src=\"https:\/\/sites.wsagames.com\/yz5e24\/wp-content\/uploads\/sites\/102\/2026\/10\/week6-victory-chinese.png\" alt=\"Simplified Chinese completion-screen layout with a gold success banner and the game scene visible behind the statistics.\" \/><\/a><figcaption class=\"wp-element-caption\">v0.21 interface capture showing the Chinese completion-screen layout. The displayed statistics are a layout example.<\/figcaption><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">Research and the choices I made<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li><a href=\"https:\/\/store.steampowered.com\/app\/692890\/Roboquest\/\">Roboquest<\/a>: I studied its fast movement, arena combat and quick rewards. In my game, raised routes and cover give the dash a purpose, and supply bays separate fights. The comparison also reminded me that speed alone is a familiar selling point.<\/li>\n\n\n\n<li><a href=\"https:\/\/news.xbox.com\/en-us\/2023\/01\/25\/hi-fi-rush-reveal-out-now-game-pass\/\">Hi-Fi RUSH<\/a>: its timing rewards and music-linked action informed the beat guide and feedback. My adaptation uses first-person aiming and weapon-specific timing. Keeping normal actions responsive matters because the player is also tracking enemies.<\/li>\n\n\n\n<li><a href=\"https:\/\/store.steampowered.com\/app\/1286350\/\">BPM: Bullets Per Minute<\/a>: this is the closest genre comparison in the pitch. I explain Rift Runner through free aiming, optional timing assistance and actions that still work off the beat. I need those rules to be clear in the footage, rather than relying on a claim of uniqueness.<\/li>\n\n\n\n<li>In the game video, I drew inspiration from the concept of weapon and location changes in the Roboquest trailer, as well as the clearer action-to-reward sequence in Hi-Fi RUSH. I kept the HUD visible and left time to show the railgun charging and the upgrade choices.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Reviewing the three prototypes<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li>The pitch also compares two earlier experiments from 7 October with Rift Runner. They helped me consider different uses of shooting, rather than only changing the appearance of the same arena.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">Prism Relay<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>The player paints a connected power route to restore three relays, then returns home. Paint also affects movement and refilling. Drones can repaint parts of the route.<\/li>\n\n\n\n<li>The <a href=\"https:\/\/www.nintendo.com\/en-gb\/News\/2022\/September\/The-fresh-Inkling-s-guide-to-all-things-Splatoon-2263870.html\">Splatoon research<\/a> led me to make colour change how the ground works. The repair objective asks the player to maintain a connection, rather than simply cover the largest area.<\/li>\n\n\n\n<li>This gives the world a reason for the paint: it acts as a temporary power network. I would like to find out how players choose a route and respond when a drone breaks the connection.<\/li>\n<\/ul>\n\n\n\n<figure class=\"wp-block-image size-large\"><a href=\"https:\/\/sites.wsagames.com\/yz5e24\/wp-content\/uploads\/sites\/102\/2026\/10\/week6-prism-relay.png\"><img decoding=\"async\" src=\"https:\/\/sites.wsagames.com\/yz5e24\/wp-content\/uploads\/sites\/102\/2026\/10\/week6-prism-relay.png\" alt=\"Prism Relay developer capture with a cyan painted route, three powered relays and a return-home objective.\" \/><\/a><figcaption class=\"wp-element-caption\">Prism Relay, 7 October: a developer capture showing the connected paint network and powered relays.<\/figcaption><\/figure>\n\n\n\n<h3 class=\"wp-block-heading\">Beat Foundry<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>This separate prototype uses an original 120 BPM loop, immediate shooting and dodging, timing bonuses and a four-beat finisher. It isolates the timing idea in a smaller combat space.<\/li>\n\n\n\n<li>I chose to take rhythm further in Rift Runner because it can affect both movement and weapon use across a run. Prism Relay remains a separate direction; its paint network has not been added to the main game.<\/li>\n<\/ul>\n\n\n\n<figure class=\"wp-block-image size-large\"><a href=\"https:\/\/sites.wsagames.com\/yz5e24\/wp-content\/uploads\/sites\/102\/2026\/10\/week6-beat-foundry.png\"><img decoding=\"async\" src=\"https:\/\/sites.wsagames.com\/yz5e24\/wp-content\/uploads\/sites\/102\/2026\/10\/week6-beat-foundry.png\" alt=\"Beat Foundry developer capture showing the beat guide, timing feedback and a four-beat finisher.\" \/><\/a><figcaption class=\"wp-element-caption\">Beat Foundry, 7 October: a developer capture of the separate 120 BPM rhythm experiment.<\/figcaption><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">What I would test next<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Give a new player the tutorial, then ask them to explain what an on-beat shot and dash do. Record their explanation before offering help.<\/li>\n\n\n\n<li>Watch the first arena and the route to the supply bay. Note where the player hesitates, runs out of ammunition or misses the next destination.<\/li>\n\n\n\n<li>Ask the player why they chose an upgrade, then watch whether it changes how they approach the next fight. This would help me judge the weaker link between the pillars and the actual play.<\/li>\n\n\n\n<li>Use the same short questions for Prism Relay and Beat Foundry: what was the goal, what choice mattered, and what would make them want another attempt? Keep those responses with the individual prototype records.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Looking back across the six weeks<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li>The early ideas explained the game through its influences. The Week 3 feedback pushed me to define a hook, an audience and design pillars. The Week 5 playtest then showed where those intentions were difficult to read in action.<\/li>\n\n\n\n<li>The playtests showed me that players could miss a reward I thought was obvious. The current pitch gives the rhythm rule more space, and the nine evaluations help me see where the explanation still needs a better example.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Related records<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li><a href=\"https:\/\/sites.wsagames.com\/yz5e24\/rift-runner-pitch\/\">Full pitch and gameplay video<\/a><\/li>\n\n\n\n<li><a href=\"https:\/\/sites.wsagames.com\/yz5e24\/2026\/10\/09\/week-3-fps-prototype-and-peer-feedback\/\">Week 3: the early hook, worldbuilding and prototype questions<\/a><\/li>\n\n\n\n<li><a href=\"https:\/\/sites.wsagames.com\/yz5e24\/2026\/10\/14\/week-4-fps-design-direction-and-a-hide-and-seek-sketch\/\">Week 4: the direction board and design aims<\/a><\/li>\n\n\n\n<li><a href=\"https:\/\/sites.wsagames.com\/yz5e24\/2026\/10\/16\/week-5-testing-rift-runners-rhythm-and-hud\/\">Week 5: the original playtest comments and photographs<\/a><\/li>\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<p>This week The pitch and gameplay What I am trying to make The pillars in the game Pitch evaluation: nine responses Criterion Average \/ 5 Design intention is clear 4.11 Core loop is clear 4.11 Loop seems engaging and supports the intention 4.11 Design pillars are distinct and clear 4.22 Gameplay supports the pillars 4.00 [&hellip;]<\/p>\n","protected":false},"author":82,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3],"tags":[6,12],"class_list":["post-64","post","type-post","status-publish","format-standard","hentry","category-weekly-documentation","tag-game-design","tag-week-6"],"_links":{"self":[{"href":"https:\/\/sites.wsagames.com\/yz5e24\/wp-json\/wp\/v2\/posts\/64","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sites.wsagames.com\/yz5e24\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sites.wsagames.com\/yz5e24\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sites.wsagames.com\/yz5e24\/wp-json\/wp\/v2\/users\/82"}],"replies":[{"embeddable":true,"href":"https:\/\/sites.wsagames.com\/yz5e24\/wp-json\/wp\/v2\/comments?post=64"}],"version-history":[{"count":6,"href":"https:\/\/sites.wsagames.com\/yz5e24\/wp-json\/wp\/v2\/posts\/64\/revisions"}],"predecessor-version":[{"id":109,"href":"https:\/\/sites.wsagames.com\/yz5e24\/wp-json\/wp\/v2\/posts\/64\/revisions\/109"}],"wp:attachment":[{"href":"https:\/\/sites.wsagames.com\/yz5e24\/wp-json\/wp\/v2\/media?parent=64"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sites.wsagames.com\/yz5e24\/wp-json\/wp\/v2\/categories?post=64"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sites.wsagames.com\/yz5e24\/wp-json\/wp\/v2\/tags?post=64"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}