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Decurion DemoNewsDev Update: Environment Mechanics Explained
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Dev Update: Environment Mechanics Explained

Decurion Demo · published 9 Apr 2025, 04:38 UTC

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Environmental Gameplay – What to Do About It?

The environment in every level is interactable - it's one of the game’s core features. Here's a quick overview of the current state and what the player can do with it.

Grid


First, there's the tile grid, which has a fixed size of 15x13 tiles. The player can move freely in all four directions (up, down, left, right), but not diagonally. Enemies, however, can move diagonally under certain circumstances. The grid always fits the screen, giving the player a full view of what’s going on at every moment

Obstacles

Obstacles form the core of the level environment. They're blocks of different heights placed on the grid to create a maze-like layout. The player must use this maze to their advantage whether it's for cover, flanking, or escaping danger. Most of these blocks can be destroyed by the player, enemies, or external factors. Currently, there are three types:

  • Normal Obstacle (Green) : Destructible. One hit destroys part of the block. Depending on the obstacle’s height, two hits might be needed.

  • Concrete Obstacle (Gray) : Sometimes destructible. The player can only destroy it in their third evolution form or with an operator ability. Anomalies can also break it.

  • Power Field : Not destructible (for now). It’s a force field that blocks everything except projectiles. It also slows projectiles down.

Other Environmental Elements

  1. Fog - Covers parts of the level and limits visibility. The player needs to be cautious when moving into fog-covered zones.

  2. Pushing Tiles - Step on one, and it pushes the player in a specific direction.

These features make up the current state of the environment.All combined level looks like this:or this:

Why Is the Environment Important?

Navigating the environment and making decisions based on the level’s layout is crucial. It provides cover and opens up opportunities for tactical plays like like hiding, flanking, or ganking your enemies. But the environment won’t stay intact. Obstacles can and will be destroyed -by enemies, anomalies, or even the player. When that happens, cover disappears, and the chances of survival drop. Without protection, the player risks being overwhelmed. To make things even more dynamic, some elements can reshape the level during combat—adding new structures or modifying existing ones. So every level is constantly changing. The player can’t just run from danger - they have to adapt and respond quickly. Fast decision-making becomes critical, especially as the level gets more chaotic and intense over time.

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