Game Loop
PVE
The PVE loop focuses on a series of ladders. Minting warlords, leveling them up, and changing classes based on how stats progress. An overlord may have several groups of warlords for different purposes, some could be rushed through to higher levels and then later sacrificed for soul gems, they can be slowly leveled trying to maximize stats with higher amounts of blood per level up, they can be enhanced with soul gems or some warlords will be utilized for simply farming time/blood. As players progress they'll unlock progressively better tiers of weapons/armor/equipment which are 100% player crafted. Players can then choose to "enhance" crafted items for a further cost and a chance to burn the item. Additional enhancements offer more compounding reward but greater risk of the item being burned. The PVE loop is meant to be played at your leisure, there's no silly ass stamina to manage, no cap on your blood/time emissions. If you need to step away for days/weeks/months for the real world, you lose nothing. Progress as you please, as fast or as slow as you like. For players that are impatient, please mint extra warlords for loads of extra blood/time or hit the Black Market where you can buy Blood/Time to accelerate your progression. Whether you mint a few or a ton, I appreciate the support, and look forward to your feedback.
Community
Once the PVE loop is completed, I'll work on Land & Guilds, the idea here is to offer small passive benefits to players and create some "community" centric goals that players can work on together. I'm still working on these mechanics a bit, if you have suggestions or ideas, please ping me in the discord!
PVP
Once the community pieces are in place, we'll begin pushing towards the real endgame. 5v5 round based PVP in Unity. I'm hoping to keep as many of the Web3 elements in the PVE/Community focused areas of the game to keep the PVP as fun and engaging/fluid as possible. Some of the other game implementations are atrocious having to wait seconds for every action, and combat rounds taking forever. But I think a nice balance of leveraging player owned/enhanced assets in a game world in a sort of read only state in the PVP area will offer the best balance of UX, fun, and speed. Outside of the heads up combat aspect, I'm hoping to have ladders and regular tournaments as the game grows and shifts towards more community content as the PVE game loop matures and stabilizes.
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