Hi everyone!
I’m working on DestroyThem — Rico, a 2D action game being developed in Godot.
Rico is an entity of unknown material nature. Its substance resembles a liquid metal more than anything else, but it does not correspond to any known material. Rico itself is just as difficult to classify: it reacts to events, changes its internal state, adapts, and develops persistent behavioural traits — although what exactly this represents, and whether it can be considered anything analogous to intelligence, remains unknown.
During the first stage of the game, Rico goes through a series of trials inside combat labyrinths. The goal is to test its capabilities, reactions to different threats, and its compatibility with a particular player. The way a person explores, takes risks, fights and makes decisions gradually begins to influence Rico itself.
The trials are accompanied by Amika — an Autonomous Modular Intelligent Companion. Amika observes Rico, scans its condition and surroundings, tracks damage and changes, and reacts to what is happening.
The opposing forces are autonomous machines made of functional engines, weapons and other modules. Their movement and orientation are calculated according to the current state of those systems. Losing an engine or another component can change thrust balance, manoeuvrability, orientation and subsequent combat behaviour. Damage therefore affects not only an abstract health value, but the way an enemy actually behaves.
Future stages are planned to include encounters with other Rico entities as well — including cooperative modes, arenas and PvP, where players will meet with their own Rico instances after those have already been shaped by their previous interactions.
So the main question of the experiment is not only:
“What is Rico?”
but also:
“What does Rico become alongside a particular person?”
I’ll use this thread as a development log to share new mechanics, experiments, enemies, procedural generation work, Rico and Amika behaviour, and other changes as the project develops.