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OVERVIEW
Background
The current year
is unknown, as the passage of time has been reinvented by modern
technology. Man has conquered the laws of physics with a new technology
dubbed Euclidian Convergence. The technology allows inertia to
be redirected near instantaneously through the use of an energy
called Flux. Though many uses for this physics redefining energy
have been harnessed, the most popular usage of Flux comes in the
form of an arena sport known as Vektor Space.
Objective
The sport of
Vektor Space combines elements of strategy and action as contestants
steer hyper-modified hover vehicles in an enclosed arena. Each
hover vehicle, also known as a vektor, contains a Flux Drive, allowing
the vehicles to make dramatic turns. The hover vehicles also distribute
a Flux byproduct behind them that resembles a transparent wall,
which is called neon. By forcing other vektors into the neon left
behind a vehicle, a contestant can damage his opponents’ vektors.
Gradually, the damage compounds, destroying the vektors. The last
remaining contestant wins the match.
Key Features
• Fully
customize your hover vehicle in the following areas: Chassis, Shields,
Engine, Flux Drive/Boost, and Neon Strength/Duration.
• Choose from one of eight characters or play a custom character of your
own.
• Diverse arenas offer unique challenges and obstacles.
• Up to eight players can compete at a time.
• Two single player modes and a multiplayer mode.
• Single: Instant Action and Circuit Mode.
• Multi: Deathmatch
Game
Mechanics
Core
Gameplay
Vektor Space
is a sport played in arenas called spaces. Contestants compete
on hover vehicles, called vektors, in a form of deathmatch. Vektors
take damage when passing through trails (known as neons) left behind
other vektors. The neon resembles a semi-transparent wall, and
it is automatically left behind a vektor as it drives throughout
the space. The goal of Vector Space is for the player to maneuver
his vektor in front of his competitors’, thus causing damage
to occur to their vektors. After this damage has reached a certain
amount, the opponents’ vektors will be destroyed and taken
out of the game. Should a player collide with another character
or a wall placed within the space, then their vektor is automatically
destroyed. The player wins by being the last remaining vektor in
the arena.
Each vektor is equipped with a Flux Drive that allows the vehicle to
make incredibly sharp turns. This ability allows the player to more easily
cut-off his opponents’, but it is limited to the boost capabilities
of the player’s vektor. Each vektor contains a boost meter. When
the meter has sufficient energy the player can choose to go into boost
mode. This increases the vektor’s speed and turning ability. The
maximum duration of the boost is dependent on the Flux Drive the vektor
contains.
Vektor
Customization
Vektors are
broken down into five parts: chassis, shields, engine, Flux drive,
and neon. Various different models of each component are available
during the customization of the player’s vektor. The amount
of upgrade slots limit what the player can put into his vektor.
Upgrade slots are allotted in the chassis selected by the player,
and each component has its own specific slots. For instance if
an engine requires three slots to use, and the chassis of the vektor
only has two slots available for the engine, then the engine cannot
fit into the vektor. If an engine only required two slots, and
the chassis has three available, then the engine will be allowed
into the vektor. The remaining slot is simply left empty.
Each component has a cost associated with it. When a player customizes
a vektor, he must have enough money from Circuit earnings in order to
purchase new components. Players buy components from the store interface.
This interface allows them to pick which component they wish to buy.
Once the component is purchased, the player selects to exit to the garage
interface. From here the player can choose from all previously purchased
components.
Vektor Components
Chassis:
The chassis of the vektor determines the maximum armor amount for
the hover vehicle and the maximum turning radius for non-boosted
turns.. It also determines the maximum amount of slots available
for each of the other vektor’s components. Armor is used
for absorbing the damage done by driving through an opponent’s
neon. The greater the number, the more damage the vektor can sustain.
Armor does not regenerate over time.
Shield:
When the player drives through the neon of an opponent, the shields
act as the first layer of damage absorption. Unlike the chassis’ armor,
shields regenerate over time. The amount of regeneration and the
amount of shielding provided are determined by the shield component
the player selects during customization. When a shield’s
barrier is completely drained, then the chassis takes armor damage.
Engine:
The engine determines the speed of the vektor. This is the top
speed the vektor can obtain without boosting.
Flux Drive:
The Flux drive is responsible for boosting a vektor. It determines
the duration of boost mode and the rate at which the boost meter
replenishes. When a vektor is in boost mode, it maintains a maximum
speed given by the Flux drive. This maximum speed is equal to the
top speed of the vektor plus the speed top for the Flux drive.
Neon:
As vektors drive around the space, they leave a semi-transparent
wall behind them called a neon. The neon component of a vektor
determines the duration a section of neon remains in the space
and the strength of the neon that in the space. The longer the
duration of a neon, the more neon from a particular player will
be in the space at any given time. A neon’s strength is used
for determining the amount of shield or armor damage a vektor receives
when passing through the neon.
Racing the Circuit
Competing in
the Vektor Space Circuit consists of eight separate matches. These
matches have eight characters. The player can choose to play as
one of the eight pre-made characters, or they may choose to play
as a custom character. When a custom character is selected, the
player may choose a name for their character and a color for the
character’s neon.
Each match has the eight contestants start in the arena, also called
the space, driving until only one is left undestroyed. This character
wins the match, earning $10,000. The character that is destroyed when
only two vektors are left receives $6,000. The character that is destroyed
second to last receives $3,000. All other characters receive no money.
The money totals are added to the characters’ circuit totals. The
player may spend any prize money at in the upgrade shop after each match.
This does not count against their total circuit winnings. The character
with the most winnings at the end of the circuit wins the entire circuit,
and receives a trophy. The characters with the second and the third highest
money totals receive runners-up medals.
Matches last for forty-five seconds. When the time expires, an energy
field slowly collapses in on the space. This shrinks the usable area
inside of the space, causing the collapse of the space itself. During
this time the contestants will be forced to get into closer and closer
quarters with each other, finally resulting in a winner.
Instant Action
Instant Action
mode consists of one match that has the player compete against
the computer. The player chooses the number of computer controlled
AIs to compete against. The player must also choose whether to
use a pre-made character or a custom character. When selecting
a custom character, the player uses the last vektor configuration
used for that character.
After the player configures the settings for the match, the game plays
out as it normally would in the Circuit mode. The match ends if the player
is destroyed, or it ends should the player be the last vektor in the
space. The player receives no earnings for winning in Instant Action.
Multiplayer
Deathmatch
In deathmatch,
players compete in a continuous match. The host chooses an arena
to compete in, and players spawn at one of the eight entrance points
within the arena. After a player spawns, competition resumes as
normal. The only main difference between the deathmatch competition
and the other game modes is that players respawn after being destroyed.
This means that the game will continue until one player has destroyed
a set number of other players (this number is set in the multiplayer
options). AI opponents can also be added to the deathmatch through
the multiplayer options.
Deathmatch is very similar to instant action, as players cannot upgrade
their vektors during game play. Each player must choose a pre-made character
or a previously created custom character to participate in the deathmatch.
No money is gained for the winning player of the match.
If you are connected
to the internet and playing using a custom character your stats
will be uploaded to the internet, and your character will be ranked
against other players.
INPUT
Vektor Space
requires eight separate keyboard keys. These will be configurable
through the options screen within the game (not in version 1.0).
The mouse is used for navigating menu screen (navigation of menus
is also supported with the keyboard and gamepad).
MENU
KEYS
| Functionality |
Keyboard
Key |
Gamepad
Key |
Description |
| Cursor Left |
Left Arrow |
Left (X-axis) |
Moves the
mouse cursor left. |
| Cursor Right |
Right Arrow |
Right |
Moves the
mouse cursor right. |
| Menu Select |
Space bar |
Button 1 |
Selects
item pointed by the cursor. |
GAME
KEYS
| Functionality |
Keyboard
Key |
Gamepad
Key |
Description |
| Turn Left |
Left Arrow |
Left (X-axis) |
Turns the
player’s vector left |
| Turn Right |
Right Arrow |
Right (X-axis) |
Turns the
player’s vector right |
| Boost |
Up Arrow |
Button 1 |
Holding
down activates the player’s boost |
| Look Left |
Del |
Button 7 |
Holding
down changes the camera to look to the right of the player |
| Look Right |
Page Down |
Button 8 |
Holding
down changes the camera to look to the right of the player |
| Change Perspective |
End |
Button 3 |
Changes
the player’s perspective from first person to third person
(or vice versa) |
| Look Behind |
Down Arrow |
Button 2 |
Holding
down changes the camera to look behind the player |
| Cycle Camera |
Space bar |
Button 4 |
Cycles through
the 3rd person camera views |
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