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Hexonomica func en

Avatar for Aleksey Aleksey
November 01, 2020

Hexonomica func en

Avatar for Aleksey

Aleksey

November 01, 2020
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  1. Short description • Project "Hexonomica" is a multiplayer socio-economic strategy

    in which players can try themselves in the role of a City Planner, developing their city together with loyal friends in a strategic and economic direction. Having joined the project, the player takes control of several units. By developing their abilities, the player will be able to create his own unique production and become famous for his goods all over the world. Further development of the player will allow you to create your own city, manage huge armies, and choose your own unique direction of development. A well-thought-out gameplay allows you to pump both workers and military units, thereby gaining new skills, abilities, gradually moving towards the pinnacle of fame and recognition.
  2. The main differences from similar games • The main idea

    is dynamic content of in-game items. There will be no learned combinations of armor and weapons, players themselves will be able to create new items with different parameters. Of course, there is a logic for calculating parameters based on a combination of 26 game resources, so the choice will be rich. Visually, weapons and other items will be created by the constructor from the available parts (the constructor is planned in the next version or in the update, at the moment there will be some ready-made items and icons for them). This gives an almost endless development and the ability to constantly create new content based on constructors with the aim of monetizing. • An additional idea is to use other players' warriors in castle battles or raids. Wars are not created endlessly in the barracks, they are units of other players that they develop and pump. The owner of the city will be interested in attracting new players to his castle, creating his own society and lowering city taxes to increase its attractiveness.
  3. The current state of the project • All game logic

    is fully formulated. • A fully functional game client ("vertical slice") on Unity for WEBGL and PC platforms has been developed. In the future, it is also planned to be released on mobile platforms. • A fully functional server side has been developed using node.js and mongodb. Client-server communication is implemented via Rest API (83 methods) and WebSocket. • All graphic objects are made on the basis of free assets and require full development.
  4. The beginning • To start the game, the user must

    create an account by email, but to simplify the login, you can implement temporary users, under which new players can enter the game immediately after launch. It will be convenient for promotion on Web and mobile platforms. • Upon confirmation of the mailing address, starting coins are credited to the player's balance.
  5. Common UI elements • The top of the screen displays:

    • player coins • his name (with a button, when pressed, a window opens to change it) • player city. • At the top left are the buttons for opening the chat and the unit auction. • Several groups are available in the chat. Global chat of the game, Chat of the city, where players can discuss their plans for attack or defense, and Chat of the city cell. • At the auction, it is possible to call additional units if the player's bid is higher than others. (there is an outline for the game legend that explains this point) • At the bottom right are the buttons for changing the map scale. Made for traffic optimization. • Below in the middle is the list of units available for the player to control.
  6. Global map This scene displays a global map of cities.

    The size of the map increases automatically when filling free cells with new cities. You can zoom in or out of the maps using the zoom buttons. There are 3 types of cells on the map: • The cell with a city. In this cell, a player has already built a city. • The cell available for building a city. Any player who has accumulated enough resources can found a new city. • The cell with a forest and a ruined castle. Available for raids, resource extraction and treasure hunting. On the left, information about the selected cell is displayed: coordinates, name of the city or area, level of development, owner and a list of resources that can be obtained in the cells of this place. The higher the position of the resource, the more likely and the amount of the resource in this area. The information is useful when looking for a place to create a new city or for free earners. Each city can develop up to level 10, which is 330 cells, in each of which players can build mines, workshops or other buildings. Each player in the city contributes to its development by directing their units to work in industrial buildings or serve in the army of the city as mercenaries.
  7. City map City cells are displayed in this scene. The

    higher the level of the city, the larger the radius of the map and therefore the more cells that can be rented by the owner of the city to the players of the city. In each cell, the tenant or owner can build a building: • Workshop (Weapons, Armor, Tailor, Jeweler, Machines, Tools) - in them you can create and produce new items. • Laboratory - you can learn new formulas by matching resource combinations. • Mine - specializes in one of 26 resources that can be mined in it. • Hotel and other buildings - affect the performance and other parameters of units located in the vicinity of such objects. On the right, information about the selected city cell is displayed: Building type, level, rental price or tenant, as well as the actual location of resources in the cell that can be obtained in it.
  8. Arena and Army Each new player must choose a city

    (citizenship) in which he will begin his development. The city can be changed by the player at any time, but there are some restrictions: • A player can put his units as mercenaries only in his city. • A player can rent cells and send units to work only in his city. Buttons for opening windows are available at the bottom left: • Arena - players can develop their warriors by participating in arena battles. Everyone can create a new battle request or join an existing one by sending from 1 to 3 of their units into battle. • Mercenaries - players can send their units to mercenaries, thereby earning coins. The city owner hires suitable units to defend his castle or to attack other castles. Units are sent for different periods of service, at the end of the service, the unit returns to the player's control.
  9. First earnings At the initial stage of development, the player

    can do useful work, thereby earning coins to equip his units, and later to rent a cell in order to start his own business: • Work in a production building. Any task, such as crafting a new item, learning a new formula, or mining resources, requires units to complete a volume of work. The more difficult the task, the longer it takes to complete. • Work on the transportation of goods. Each item has a weight, just like units have a limit on the weight they can carry. If there are not many things, this is not a problem, but if large amounts of resources are required to ensure the smooth operation of workshops or to build buildings, the player can submit an application for the transportation of goods. Transportation can be both within the city and between the central cells of cities.
  10. Trading All in-game items and resources can be traded on

    the market. Items can be crafted in workshops, found in treasures, or won in battles. The sale of items produced in workshops or resources obtained in mines is the main income of players at the second level of development.
  11. Units At the very beginning, the player has five units

    available. Each unit can develop in both military and production directions. Development occurs as you participate in battles or while doing work. Each skill develops separately. If a unit wears heavy armor and blunt heavy weapons, then these skills are developed, first reducing the penalties, and later increasing the parameters of the item. When changing the type of weapon or armor, new skills must also be developed first. Thus, all units are initially the same, but over time they acquire classes. In the future, the prevailing classes of the unit will affect its display. Also, performing work in the chosen direction, for example in a jewelry workshop, increases this skill, opening up the opportunity to perform work to create better quality items and reducing the time required to complete tasks.
  12. City cell At the bottom left, the buttons for managing

    the building or cell rental are displayed A building can be built on an undeveloped cell, upgraded, or destroyed. Destruction may be necessary when a mine has completely extracted a resource and you need to build another mine or another building in its place. The owner of the city can set the cost of renting a free cell. Any player can rent a suitable cell. If the player has not extended the lease, the city owner can remove the cell from the lease and re-rent it. Items or resources of players can be stored in a city cell. They can be transferred from the slot inventory to the unit inventory and vice versa.
  13. Laboratory Basic resources are 26 different elements, indicated by letters

    of the Latin alphabet. The basic formulas that are studied in laboratories are combinations of two different elements, the amount of each element can be from 1 to 99. The order of the elements also matters. Examples of formulas: A4M56, M89D20, etc. Each city begins its development with the simplest formulas already studied from A1B1 to Y2Z2. In each city, the same formula may have different parameters. Thus, the situation is excluded when laboratories become irrelevant at a certain point in the development of the game. Formulas can be studied in the laboratories of the city or spied in another city when a victory in an attack on another city is won.
  14. Workshop All items are determined by the characteristics of the

    formulas from which they are created. Subjects are divided into 2 groups. New templates cannot be created for War Machines and Tools, but rarer materials can be used to increase their durability. All other items are crafted from player-created templates. The template defines the class, type, weight, name of the item and its formula, which determines all the properties of the item. An item formula consists of a combination of Basic Formulas. For example, the formula F32D52K12 consists of the basic formulas F32D52 and D52K12. Their parameters are summed up, forming the parameters of the item formula. To create an item, you must use up resources in the proportions that they are indicated in the formula. Items can be of five quality options. The higher the quality, the more durable the item and the more improvements can be invested in it.
  15. Battle Battles can be of four types: • Arena battle

    - available for all players. You can hone your tactical turn-based strategy skills against other players • Battle with robbers - when leaving the city in search of treasures or resources, there is a chance to meet with robbers. • Battle for the castle - the owners of the castles have access to battles with the participation of armies, where there can be up to 6 units in each cell. The controls are the same as in regular battles. • Battle in the raid - in honor of various events, armies of robbers may appear, which can only be defeated by armies of castles.
  16. Graphic style An example of graphic content is shown in

    the photo, but it should be lighter and more green.
  17. Further development plan • Develop a constructor for items and

    their icons • Develop a unit constructor to create more personality • Add buildings on the city map with various improvements for units