🗺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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