Skip to content

Game Loop & Encounter Structure

FatherNoTimeGames edited this page Oct 9, 2026 · 1 revision

Game Loop & Encounter Structure

The game is structured around missions containing escalating encounter blocks.

Mission Scope

Current direction:

  • A mission is a larger act or arc.
  • A mission may contain multiple encounter blocks.
  • All missions have encounters in multiples of 5.
  • A mission may have multiple bosses.
  • A mission may have multiple safe rooms.

Examples:

  • Small mission: 5 encounters, with the 5th encounter being a boss.
  • Large mission: 10, 15, 20, or more encounters.

Standard Encounter Block Pattern

Every block of 5 encounters follows this pattern:

  1. Encounter 1
  2. Encounter 2
  3. Encounter 3
  4. Encounter 4
  5. Safe Room
  6. Boss Encounter / Encounter 5
  7. Safe Room after boss if the mission continues and this boss is not the final boss.

Rule:

  • There is a safe room before each boss.
  • There is a safe room after each boss.
  • Except when that boss is the final boss of the mission.

5 Encounter Mission Example

  • Encounter 1
  • Encounter 2
  • Encounter 3
  • Encounter 4
  • Safe Room
  • Boss / Encounter 5
  • Return to Hub

10 Encounter Mission Example

  • Encounter 1
  • Encounter 2
  • Encounter 3
  • Encounter 4
  • Safe Room
  • Boss / Encounter 5
  • Safe Room
  • Encounter 6
  • Encounter 7
  • Encounter 8
  • Encounter 9
  • Safe Room
  • Boss / Encounter 10
  • Return to Hub

Battle Flow

Confirmed flow:

  1. Encounter ends.
  2. Battle Summary Screen appears.
  3. If next node is a safe room, transition to Safe Room.
  4. If mission is complete, transition to Hub.
  5. If party died, transition to Hub with checkpoint restoration.

See:

Safe Room

The safe room is a UI menu overlay with a camping-style background or similar presentation.

It is not currently planned as a fully explorable 3D hub.

Safe Room Services

Confirmed safe room services:

  • View party status.
  • Spend generic skill points.
  • Purchase abilities.
  • Equip and compare gear.
  • Access stash.
  • Consumables-only shop.

Safe Room Shop

Current direction:

  • Safe room shop sells consumables only.
  • Full gear purchasing is reserved for the Hub.

Hub

Current direction:

  • The hub is a separate meta-area between missions.
  • The hub can do everything the safe room can do.
  • The hub has more options than safe rooms.

Confirmed or likely hub services:

  • Full shop.
  • Crafting.
  • Purchasing gear.
  • Magic find upgrades.
  • Mission selection.
  • Mission launch.
  • Party management.

Open questions:

  • Does the hub fully heal the party?
  • Does the hub have a stash?
  • Is crafting hub-only?
  • Can the player leave a mission voluntarily and preserve checkpoint progress?

Safe Room Recovery

Current direction:

  • The safe room fully restores HP.
  • The safe room fully restores MP/stamina or equivalent combat resources.
  • The safe room removes negative status conditions.
  • The safe room does not automatically restock consumables.

Death, Checkpoints, and Retry

Confirmed direction:

  • There is no direct clickable Retry button on the death screen.
  • When the party is defeated, the player returns to the Hub.
  • The mission remains available in the Hub mission UI.
  • The mission resumes from the last safe room checkpoint.
  • If the party wipes before the first safe room, the mission resumes from the pre-mission start state.
  • Consumables reset to the state they were in at the last safe room checkpoint, or before mission start if no safe room was reached.

Voluntary Abandon

Confirmed direction:

  • If the player manually chooses to return to the hub, the mission resets completely.

Open questions:

  • Should voluntary abandon preserve any resources?
  • Should voluntary abandon be confirmed with a warning dialog?
  • Should voluntary abandon be disabled during boss fights?

Procedural Generation Scope

The following systems are intended to be procedurally generated:

  • Encounter enemy composition.
  • Enemy stat scaling.
  • Enemy skill selection.
  • Enemy modifiers/affixes.
  • Loot drops.
  • Item rarity.
  • Item affixes.
  • Shop inventory.
  • Possibly crafting materials.

The following systems are not currently planned for full procedural generation:

  • 3D dungeon layout.
  • Overworld map.
  • Fully procedural character models.
  • Fully procedural enemy models.

Enemy visuals are expected to come from hand-made model pools, while enemy stats, skills, and affixes are procedurally assembled.

Related pages:

Clone this wiki locally