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.