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Adventure, Battles & Progression

By day eight, the game had life. Now it needed stakes.

April 4, 2026

Adventure Mode

I introduced a location-based adventure system where players send their monsters into the world to explore and encounter enemies. Key design decisions:

  • Locations define the difficulty tier and monster pool
  • Step-based progression means exploration takes real time — encouraging players to check back in
  • Randomized bot monsters scale to the player's monster level, keeping encounters fair and dynamic

PvP Battles

Player-vs-player combat was the centerpiece feature. Players challenge each other directly, with outcomes determined by stats, equipment, and a bit of randomness. A live leaderboard tracks the top trainers — adding a competitive layer that drives engagement.

The Asset Model Refactor

Behind the scenes, this sprint included a significant refactor. Items and equipment had been managed as separate, overlapping systems leading to duplicated logic and brittle queries.

I consolidated them into a unified Asset model with a type discriminator. Benefits:

  • Shared validation and business logic
  • Cleaner Eloquent relationships
  • Faster feature additions going forward
  • Much easier to write tests against

This is the kind of refactor that doesn't show up in the game's changelog but makes everything else possible.

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