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Game Design

Overview of game flow, progression systems, and VR-specific design considerations.


Game Loop

HUB WORLD
  - Shop: Buy/sell items
  - Armory: Equip weapons
  - Portals: Select arena
        |
        v
ARENA
  - Wave 1 -> Wave 2 -> ... -> Boss
  - Collect: Gold, Experience
        |
        v
RESULTS
  - Score, Rewards
  - Save Progress
  - Return to Hub

Game States

State Description Transitions To
StartMenu Initial menu Loading, Hub
Hub Player base, shops, portals Arena, Settings
Arena Active combat Victory, Defeat, Paused
ArenaPaused Combat suspended Arena, Hub
ArenaVictory Completed all waves Results, Hub
ArenaDefeat Player died Results, Hub

Progression Systems

Player Level

Experience earned from combat increases player level.

Level thresholds use polynomial scaling:

  • Level 1 to 2: 100 XP
  • Level 2 to 3: 400 XP
  • Level N to N+1: 100 * N² XP

Level rewards:

  • Stat bonuses (health, damage)
  • Unlock new arenas
  • Unlock shop items

Gold Economy

Sources:

  • Basic enemy kill: 5-10 gold
  • Elite enemy kill: 20-30 gold
  • Boss kill: 100+ gold
  • Wave completion: 25 gold
  • Arena completion: 100-500 gold

Expenses:

  • Basic weapon: 100-300 gold
  • Rare weapon: 500-1000 gold
  • Stat upgrade: 50-200 gold
  • Arena unlock: 200-500 gold

Meta Progression

Permanent upgrades that persist across runs:

  • Stat multipliers (health, damage, gold gain)
  • Weapon unlocks
  • Arena unlocks
  • Starting loadout options

Arena Design

Wave Structure

Each arena contains multiple waves of enemies, culminating in a boss wave.

Wave configuration:

  • Enemy types and counts
  • Spawn delays
  • Intermission time between waves

Difficulty Scaling

Arena Enemies Health Recommended Level
Tutorial 3-5 50% 1
Easy 5-8 100% 1-3
Normal 8-12 100% 4-6
Hard 12-15 125% 7-10
Nightmare 15-20 150% 11+

Save System

Auto-save Triggers

  • Arena completion
  • Returning to hub
  • Purchasing items
  • Application pause
  • Timer (every 5 minutes in hub)

Saved Data

  • Player level and experience
  • Gold and currency
  • Purchased upgrades
  • Unlocked content
  • Arena completion records
  • Equipment loadout
  • Settings

Performance Targets

Metric Target Maximum
Frame Rate 72 FPS -
Active Enemies 6 8
Draw Calls 100 150
Frame Budget 11ms 13.9ms