CGE GameObjects

CGE GameObjects

So it is about time to share a few more details about the recent development of the CGE engine. Although this post is still quite technical, our topic is about game objects today instead of security issues and validations. The list below shows the tables that are currently used in the game, this table also compromises most the game objects used in CGE.

The tables prefixed with “list” contain the list of objects a player has in possession, while the ones prefixed with “template” contain the actual game objects.

Besides some basic objects like user’s themselves, configuration, buffs, requirements, status effects¬†and so on – we have a whole bunch of game objects that compromise the core of any CGE game and are used everywhere:

As each player maintains a small town, the buildings represent all the usual constructions a player can build in order to advance. This compromises buildings like Mines, Taverns, Inns, various Shops (yes, players have to build the shops found in the game all by themselves) alongside Temples, Storage Houses and a few more. Buildings can be upgraded as well, in order to boost and expand their functionality.

Chraracters are the heart of any CGE game and compromise the Heroes a player can gather and foster during the course of the game. Characters consist of various sub-objects like their attributes, equipment, profession and more. Characters can also level up, but most do so by completing quests and tasks. Characters cannot die in CGE, but wounded characters cannot participate in quests and/or tasks.

Items are separated into equipment and consumeables, both provide an advantage to the player and it’s characters. Equipment comes in form of weapons and armor that can be assigned to characters in order to make them stronger. Consumeables are various power-ups that make a character more powerful in one of the various aspects of the game. Consumeable effects can either be temporary or permanent.

Missions represent all kind of quests and are one of the most important aspects in any CGE game. Each mission requires one or more characters, features a difficulty level alongside some additional specs (more on that later) and a duration. A player can now send one or several of it’s characters on such a mission in order to fight for glory and wealth. When the characters successfully complete the mission (thats after the timer ticks down to 0), the player gains gold, experience and valueable items. Continously sending out hero parties onto missions is part of the core loop of any CGE game.

A profession is a sub-object that any character can acquire. There are a whole lot of professions in CGE games (ranging from Beggar to Townguard in a medieval setting for example). Each character can only acquire one profession but is able to train and upgrade it in order to become a true master of it’s profession.

Resources represent all kinds of crafting materials (either physical or magical) that are required to buy and craft objects of all sorts. CGE games divide Resources into primary and secondary resources. While each CGE game fields about 4-6 primary resources, there can be hundreds of secondary resources. Resources can be gained in various ways (auto-generated, generated over time through buildings, generated through missions, generated through tasks and so on) but there are also unlimited ways of spending them.

Rewards represent all the different kinds of loot a player can find on mission (either PVE or PVP) as well as through tasks and other means. Rewards usually come in form of Experience (player exp and character exp), Profession Experience, Resources, rare Items and even rare Characters. Rewards are handed out every time the player successfully completes something in the game and are seen very frequently.

Tasks are jobs based on professions that a character can be assigned to. Tasks can be seen like solo-missions without risk and allow a players characters to work while there is nothing else to do. Tasks are a good way to earn extra Experience and Resources (alongside valuable crafting resources) at no risk. As Tasks utilize the classic timer-mechanic (like all other challenges in CGE), its a good idea to assign some tasks to your leftover characters before going to work/bed.

Teams represent parties or hero groups that attend missions together. Players can create up to ten Teams by adding/removing members as they see fit. You can also assign one member to be the team leader, which causes some special skills to be triggered (referred to as “Leader Skills”). Once finished, you can save your teams and when starting a new mission the player can freely decide which team accepts the challenge. It is important to know that each character and each team can only perform one action at a time. So a character who is currently busy doing a task, wont be able to participate in a mission and vice-versa.

Technologies represent “blueprints” that the players require in order to craft certain items (this also compromises other object types like buildings, but is most often used in conjunction with items). While you can buy any available item from the various stores in the game without such a blueprint (although at questionable prices). But crafting these items does not only cost a specific amount of resources, it also requires a specific blueprint. The main difference between resources is, that blueprints are not consumed, so once you got a blueprint, it can be used over and over again in order to craft the corresponding item.

Now thats all for today – have a good one!

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