Components of the Game
For the more documentation minded, here a start of game concepts in the game.
Movement in the Real World
Little or no “Sofa Play”.
Components: GPS, Map,
Quadrants
Collecting Items
Quantity shall be secondary, different types matter, not many badges.
Collect different Badges.
Some kind of surprise a certain badge details can only be seen after picking it up.
Components:
Badges
Lightweight User Interaction
As every player creates and distributes his own badge collection, you essentially collect “the other players” (and some system)
Components:
Badges
, Map (Maybe chat sometime)
Game of Area Conquering
Political and Administrative regions from OSM can controlled via Power and Presence
Components:
badges
,
quadrants
, OSM
Achievements
Currently mainly Area Conquering, more possible (I.e. geometric formations on map).
Components:
badges
,
quadrants
Beauty Contest
Badges can be decorated with images and rated.
Components:
badges
,
painter
,
vote
Skill System
Special skill badges as gifts or buyable by diamonds.
Traveling Items
Items (but not players) are tracked: Locations, Distances and Owners can be retrieved later.
Components:
badges
Unlimited Leveling
Leveling itself does not give “new power”, but a gift.
Level gives production range of your own badge collection.
Components:
badges
,
quadrants
, map activity
Inventory Management
Inventory split in Bag and Chest to create some personal bookkeeping.
Sorting and Filtering.