🗺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.

Last updated