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
  • 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.
  • Last modified: 7 years ago
  • by Frank Nestel