🗺Roadmap

Steps to Earn More Rewards

🌑 Phase 1: Basic Mining

🎯 Objective: establish the core mining and progression mechanics.

📋 Sub-stages: 1.1. Miner design and functionality:

  • Define miner levels or types (Starter, Adventure, Grimvault, Flame, Rainbow, King).

  • Configure their base stats: mining attempts, mining duration, cooldown time, durability.

  • Establish 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 on the interface.

1.3. Reward system:

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

  • Show rewards obtained 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 (Current)

🎯 Objective: introduce dynamic challenges during mining to increase strategy and item usage.

📋 Sub-stages: 2.1. Hostile creature design:

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

  • Define damage or penalties when not properly managed.

2.2. Event system:

  • Integrate creature encounters before and during mining with animations.

  • Configure frequency and progressive difficulty of encounters.

2.3. Defensive items:

  • Design and balance items such as repellents, scrolls, or boosters.

  • Implement their purchase, management, and inventory.

2.4. Interface and feedback:

  • Clearly display threats and the effects of using items.

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


🐾 Phase 3: Tameable Creatures

🎯 Objective: allow players to capture creatures as allies or collectibles, adding depth to the game.

📋 Sub-stages: 3.1. Identification of tameable creatures:

  • Differentiate tameable creatures from hostile ones.

  • Assign unique stats and abilities.

3.2. Capture items:

  • Design and balance special items for taming.

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

3.3. Creature management:

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

  • Allow them to support mining or improve drops.

3.4. Collecting and rarities:

  • Classify creatures by rarity to encourage collection.

  • Unlock achievements or rewards for completing collections.


⚔️ Phase 4: PvP and Economic Ecosystem

🎯 Objective: expand player competitiveness 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 and upgrades:

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

  • Include a competitive progression system.

4.3. PvP rewards:

  • Implement a reward system based on victories and rankings.

  • Add special currencies, trophies, or unique PvP items.

4.4. Separate economic ecosystem:

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

  • Enable trading of creatures or items between players.

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