Understand the room
A fixed camera keeps cover, enemies, sightlines, and escape space visible together.
A touch-native cyber-noir arena shooter built around short, readable gunfights in compact generated sectors.
How much tactical tension can fit inside one small mobile arena?
Touch-oriented movement, aim assistance, readable enemy pressure, cover, and deterministic room rules concentrate the fight on positioning and timing.
User value
Move, use cover, read warnings, and retry quickly without mouse-like precision.
A fixed camera keeps cover, enemies, sightlines, and escape space visible together.
Directional movement and soft aim assistance shift the challenge toward position, timing, and target priority.
Seeded generation creates reproducible room variants from explicit templates and rules rather than random clutter.
Features
One compact arena with a complete clear or death loop and development restart.
An orthographic camera presents the whole tactical problem without camera management.
Safe-area movement and aim zones support iPad and iPhone, with editor input available for development.
Visible targets are scored by direction, distance, threat, and telegraph state to produce a usable firing direction.
A rusher forces relocation while the Red Eye shooter telegraphs ranged attacks that cover can interrupt.
Cooldown-gated fire, health, hit feedback, and clear outcomes keep each action legible.
Five initial templates, reproducible seeds, validation, and fallbacks support controlled room variation.
How it works
The current encounter is intentionally small and direct.
See the room bounds, cover, enemies, and movement space through one fixed view.
Move with the left touch zone while keeping an escape path open.
Relocate when the rusher closes and watch the Red Eye warning line.
Use cover to interrupt the ranged attack and create a safer firing window.
Use aim assistance and handgun timing to prioritize the immediate threat.
Reach a clear or death state, then restart quickly during development.
Product concept
GUTTA-X treats the room as both a tactical problem and a piece of its cyber-noir world.
A small arena can create meaningful action when its camera, cover, threats, controls, and feedback are designed together.
Procedural generation composes playable regions and structures from constrained rules, then validates them before play.
Map composition, structure descriptions, and visual interpretation can evolve without silently changing the room's safety.
Architecture
Every supported room source converges on validated data before Unity objects enter the scene.
Room bounds, spawns, cover, props, exits, motif, and seed metadata remain independent of Unity GameObjects until spawning.
Map grammar owns playable composition, structure grammar describes objects, and visual rules control presentation.
Invalid grammar output can fall back to the transitional generator, then to a hand-authored development room.
The current slice has no application server, account, cloud save, telemetry integration, or runtime generative AI.
Technology
Development
A modular Unity sandbox and experimental grammar pipeline are implemented. The consumer journey, connected sectors, progression, persistence, final interface, and release validation remain ahead.
Implemented
Next validation gate
Compare grammar-derived rooms across all five templates, validate touch, framing, telegraphs, and performance on iPad and iPhone, then decide whether the grammar path should become the default.
GUTTA-X lab notes
Notes about the thinking, architecture, development, and decisions behind this work.
A narrow extrusion experiment tested whether semantic structures could become generated form without disrupting combat geometry.
Separate rules for playable space, structures, and visual interpretation made procedural rooms inspectable before they were spawned.
The core fight became a modular sandbox with touch input, readable enemy roles, and a complete one-room outcome.
One sector, one gun, three enemies, and five layouts tested whether a tiny street fight could sustain real tension.