NODE SYSTEM
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Inspired by the Atlas from games like Path of Exile 2 and the world of Albion Online, we are building:
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Procedurally generated map system containing player-capturable plots of land.
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Regional economies centered around major hubs encourage transport, escorts, and PvP encounters in the open world.
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Node-wide weather events to re-populate the map with loot and enemies.
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The Node System is intended to be a highly-replayable primary gamemode to drive content for the game.
Player-Generated Quests
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To fuel social interactions between various types of players while stimulating the economy:
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Players can visit a faction NPC at each of the major hubs to create quests and rewards for other players.
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Fame or infamy increases and decreases depending on the types of quests completed.​
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In design discussions with senior leadership, I was tasked with designing a system that heavily incentivized social interactions across the various types of content found in-game.
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The Player-Generated Quest System categorizes the primary meta-game actions players can take to progress their faction's influence on the Node System as options to choose from when creating quests.
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Players creating quests can then populate the rewards table with their own liquid currency, materials, and items as incentives for other players.
RESOURCE AND EQUIPMENT-BASED ABILITIES
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Focused around four primary archetypes, players are empowered to change each archetypes' playstyle through our Equipment System.
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Each of the four archetypes can modify each ability slot on their bar with equipment to augment their effects.
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While the base-version of an ability may illuminate an area in front of the player to provide vision for their allies, equipment can augment that beam of light to heal over time, deal damage to enemies, or recharge ally equipment.
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To fuel their equipment, a universal (Name Omitted) Alien Resource acts as the primary source of currency and fuel for abilities.
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The (Name Omitted) Alien Resource serving multiple functions was designed to simplify the game rules. Expeditions outside of the major hubs require Alien Resource as:
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Constant fuel for equipment necessary for survival
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Beacons for looting and enemy AI focus.
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Resource management for combat.




