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
 
 - Achievements
- Currently mainly Area Conquering, more possible (I.e. geometric formations on map).
 
 - Beauty Contest
- Badges can be decorated with images and rated.
 
 - 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.
 
 - Inventory Management
- Inventory split in Bag and Chest to create some personal bookkeeping.
 - Sorting and Filtering.