Arena of Ideas is an innovative auto battler that aims to be created by its community as much as possible
General aim is to create a game that is developed by collective intelligence of players that are invested in the game and really want to make & keep it fun. It shouldn't require any special skills, like coding. For a player it should be enough to have a general idea for what a hero should do. General inspiration and direction will be enough to contribute.
The game has to become a machine that absorbs ideas, filters out best and integrates them
With time, game will constantly evolve and thus never stagnate. Everything that is not fun is experienced by players and can be changed by them. If there is something you don't like, you could come back in a month and see it changed.
Global competition is on of the design pillars of the game. It should manifest in the gameplay as well as in content creation. We should always put spotlight on the best players and best idea contributors. This will depend a lot on the gameplay as well as on instruments for content creation.
Currently, gameplay is a minimalistic auto battler, where core loop has 2 phases:
- Shop – you improve and manage your team of units
- Battle – you watch your team fight other team Every unit in the game has 2 main stats: HP and PWR. Units can attack simultaneously each other, decreasing own HP value by PWR value of the attacker. When HP reaches zero, unit dies. If 2 units have same stats, on hit they will simply kill each other.
In battle, team units that are in front hit each other until on of the teams dies completely.
Game units are split in two categories: Heroes and Enemies. Player build a team out of heroes, and fights other player team or a team of enemies.
Unit is described by following things
A state is simply a set of variables. Every unit has HP and PWR variables, for example. They also might have a Name, Description, or some values that are necessary to implement specific mechanics for their ability.
Every unit belongs to at least one House. House is a thematic container for game mechanics. It has a:
- name
- color
- abilities (optional)
- statuses (optional)
Ability is a stored effect.
e.g. one of the simplest abilities is in the house of Wizards which is Magic Missile. It deals 1 damage to a random unit.
For a unit to use this ability, it has to be attached to a Trigger
Trigger is something that can use an ability (or custom effect) when some event happens.
e.g. on Battle Start: use Magic Missile
Status is a trigger that can be attached to any unit. It has a state which mainly contains Charges variable, that allows status stacking.
e.g. Paladins house has a Shield status, that negates next damage taken
Statuses can also modify state of a unit when active
e.g. Holy house has a Blessing status, that increases PWR and HP by 1 per Charge
Every unit can have an innate ability, which is a trigger that is a part of units' initial state. It is like a status for the most part, except it doesn't have charges and cannot be removed. This ability is what is described in units' description.
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