🗺Roadmap

Steps to Earn More Rewards

🌑 Phase 1: Basic Mining (Current) 🎯 Objective: Establish the core mining and progression mechanics.

📋 Sub-stages:

1.1. Mining kit design:

  • Define levels or types of kits (Starter, Adventure, Grimvault…).

  • Configure their base stats: number of mines, mining time, cooldown time.

  • Set up scalability for upgrades or new versions.

1.2. Mining system:

  • Implement the mining cycle: start → animation → completion → cooldown.

  • Display remaining mining attempts in the session interface.

1.3. Rewards system:

  • Configure logic for drops (probability and quantity) of crystals and stones.

  • Show rewards earned in real time during the session.

1.4. Initial economy:

  • Define the value and use of crystals and stones within the game.

  • Enable a shop to exchange or spend resources.


🪲 Phase 2: Hostile Creatures 🎯 Objective: Introduce dynamic challenges during mining to increase strategy and the use of items.

📋 Sub-stages:

2.1. Hostile creature design:

  • Create a variety of creatures with random behaviors and appearances.

  • Define damage or penalties when not properly handled.

2.2. Event system:

  • Integrate creature appearances before and during mining with animations.

  • Configure frequency and progressively increasing difficulty of encounters.

2.3. Defensive items:

  • Design and balance items like repellents, weapons, or traps.

  • Implement their purchase, management, and inventory.

2.4. Interface & feedback:

  • Clearly display threats and the effects of using items.

  • Notify the player of success or failure in repelling creatures.


🐾 Phase 3: Tameable Creatures 🎯 Objective: Allow players to capture creatures as allies or collectibles to add depth to the game.

📋 Sub-stages:

3.1. Identifying tameable creatures:

  • Differentiate tameable creatures from hostile ones.

  • Assign them unique stats and abilities.

3.2. Capture items:

  • Design and balance special items for taming.

  • Create a capture mechanic with a success chance based on conditions.

3.3. Creature management:

  • Enable an inventory system to store and organize captured creatures.

  • Possibility to use them to aid in mining or improve drops.

3.4. Collectibility & rarities:

  • Classify creatures by rarity to encourage collection.

  • Unlock achievements or rewards for completing collections.


⚔️ Phase 4: PvP and Economic Ecosystem 🎯 Objective: Expand competitiveness between players and establish a robust economy.

📋 Sub-stages:

4.1. PvP battles:

  • Create arenas or battle modes for tamed creatures.

  • Define combat rules, abilities, and balance.

4.2. Training & upgrades:

  • Allow creatures to level up, gain skills, or improve stats.

  • Include a competitive progression system.

4.3. PvP rewards:

  • Implement a rewards system based on wins and rankings.

  • Include special coins, trophies, or unique items for PvP mode.

4.4. Separate economic ecosystem:

  • Establish a currency, shop, or market exclusive to PvP.

  • Possibility to trade creatures or items with other players.

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