Games & Simulations
Active development

GUTTA-X

A touch-native cyber-noir arena shooter built around short, readable gunfights in compact generated sectors.

Category
Games & Simulations
Platform
iPad + iPhone
Status
Active development

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

A short tactical fight that reads at a glance.

Move, use cover, read warnings, and retry quickly without mouse-like precision.

01

Understand the room

A fixed camera keeps cover, enemies, sightlines, and escape space visible together.

02

Fight comfortably on touch

Directional movement and soft aim assistance shift the challenge toward position, timing, and target priority.

03

Meet structured variation

Seeded generation creates reproducible room variants from explicit templates and rules rather than random clutter.

Features

The current playable combat slice.

One compact arena with a complete clear or death loop and development restart.

  1. 01

    Fixed-room framing

    An orthographic camera presents the whole tactical problem without camera management.

  2. 02

    Touch-oriented control

    Safe-area movement and aim zones support iPad and iPhone, with editor input available for development.

  3. 03

    Soft aim assistance

    Visible targets are scored by direction, distance, threat, and telegraph state to produce a usable firing direction.

  4. 04

    Two pressure roles

    A rusher forces relocation while the Red Eye shooter telegraphs ranged attacks that cover can interrupt.

  5. 05

    Deliberate handgun combat

    Cooldown-gated fire, health, hit feedback, and clear outcomes keep each action legible.

  6. 06

    Deterministic sectors

    Five initial templates, reproducible seeds, validation, and fallbacks support controlled room variation.

How it works

Read pressure. Use space. Survive.

The current encounter is intentionally small and direct.

  1. 01

    Read the sector

    See the room bounds, cover, enemies, and movement space through one fixed view.

  2. 02

    Choose position

    Move with the left touch zone while keeping an escape path open.

  3. 03

    Manage pressure

    Relocate when the rusher closes and watch the Red Eye warning line.

  4. 04

    Break sightlines

    Use cover to interrupt the ranged attack and create a safer firing window.

  5. 05

    Fire deliberately

    Use aim assistance and handgun timing to prioritize the immediate threat.

  6. 06

    Clear or retry

    Reach a clear or death state, then restart quickly during development.

Product concept

A small generated place should still feel authored.

GUTTA-X treats the room as both a tactical problem and a piece of its cyber-noir world.

01

Compact tension

A small arena can create meaningful action when its camera, cover, threats, controls, and feedback are designed together.

02

Rules before randomness

Procedural generation composes playable regions and structures from constrained rules, then validates them before play.

03

Separate play from appearance

Map composition, structure descriptions, and visual interpretation can evolve without silently changing the room's safety.

Architecture

One room contract connects generation and combat.

Every supported room source converges on validated data before Unity objects enter the scene.

  1. 01Template and seed
  2. 02Default generator or optional dual grammar
  3. 03Common RoomData contract
  4. 04Validation and fallback
  5. 05Runtime room spawning
  6. 06Touch input and aim assistance
  7. 07Combat state and local metrics

Data before scene objects

Room bounds, spawns, cover, props, exits, motif, and seed metadata remain independent of Unity GameObjects until spawning.

Layered procedural authorship

Map grammar owns playable composition, structure grammar describes objects, and visual rules control presentation.

Playable fallbacks

Invalid grammar output can fall back to the transitional generator, then to a hand-authored development room.

Local runtime

The current slice has no application server, account, cloud save, telemetry integration, or runtime generative AI.

Technology

Deterministic, local, and inspectable.

Application

  • C#
  • Unity 2022.3 LTS
  • iPadOS
  • iOS

Interaction

  • Touch zones
  • Safe-area profiles
  • Aim assistance
  • Fixed orthographic camera

Generation

  • System.Random
  • RoomData
  • Map grammar
  • Structure grammar
  • Layered validators

Presentation

  • Runtime primitives
  • Role-based palettes
  • Recipe descriptors
  • Procedural mesh pilot

Current boundary

  • Offline-first application code
  • No persistent save
  • No analytics calls
  • No runtime generative AI

Development

The one-room combat slice is playable.

A modular Unity sandbox and experimental grammar pipeline are implemented. The consumer journey, connected sectors, progression, persistence, final interface, and release validation remain ahead.

Stage
Active development
Playable scope
One room
Initial templates
5
Current services
None

Implemented

  • Preserved proof-of-feel prototype with five layouts, three enemies, telegraphs, synthetic audio, camera shake, and local metrics
  • Modular production sandbox with touch input, fixed framing, aim assistance, handgun combat, health, clear, death, and debug restart
  • Rusher and Red Eye enemy roles with readable close and ranged pressure
  • Deterministic one-room generation, validation before spawning, and layered fallbacks
  • Debug-selectable dual grammar with derivation records, plan validators, adapters, and editor inspection
  • Role-based visual rules, composed primitive structures, and a first procedural prism-mesh pilot

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.