Nodes

## Overview

Nodes are the abstraction for individual game levels in Vorealis. All combat/non-combat encounters occur diegetically within the space of a Node.

Nodes contain a battle arena, an objective and may also contain 1 or more enemies.

Players will be spawned into a Node and tasked to complete an assigned objective. A Node will only ever have a single stated objective. Upon completion of the objective, players may choose 1 or more connected Nodes to progress into. This will continue until the player either reaches a Game Over or completes the End Node of Constellation D.

Nodes may be classified into one of several types of Nodes listed below.

## Types of Nodes

### Combat Nodes

In these Nodes, players will be assigned an objective(chosen manually by design) and placed into a combat arena. The player may only progress to the next Node by completing the objective.

Types of objectives are listed below.

#### Defeat waves of enemies

Players are tasked with defeating multiple waves of enemies (of varying combinations), and will complete the objective after either

(i) defeating x number of enemies;

(ii) surviving past a specified timer;

(iii) defeating x number of enemies within said timer;

(iv) defeating enemies without getting hit.

#### King of the Hill (KOTH)

Players are tasked with defending another Star from invading waves of enemies, and will complete the objective after either

(i) defeating all enemies whilst making sure the Star does not die or

(ii) ensuring the Star does not die during a set timer.

#### Infection

Players are tasked with liberating Stars ‘infected’ with enemies. These ‘infected’ Stars are located amongst other Stars. To liberate a Star, players will have to defeat all enemies spawned from the ‘infected’ Star. These enemies have one goal; to infect the neighbouring Stars.

As such, the objective of the level is for players to

(i) liberate the ‘infected’ Star, and (ii) prevent spawned enemies from infecting neighbouring Stars. Timers may or may not be set (to be investigated).

#### Secure specified items (to be investigated ?)

Players are tasked with retrieving specified items and bringing them back to an NPC to complete the level.

### Non-Combat Nodes

#### Gambling with worlds

In this node, the player is presented with an option to offer up 1 - 3 of any of their planets, from either their Deck or their Solar System. Upon doing so, the offered planet(s) are lost - a cost is paid. The player is then presented with a reward; 3 Planet options and must select one planet to add to their Deck.

This gamble can be taken multiple times.

The rewarded planets’ type is based on the planets the player offered up, the likelihood of a certain planet type appearing is proportional to its ratio among the offered planets. (if ⅔ offered planets are Gas Giants, each of the presented planets has a 66% to being a Gas Giant)

The rarity of the traits of the rewarded planets will depend on the rarity of the planets’ traits the player offered; if more planets with Common traits are offered, the more likely the player will be rewarded with planets with Common traits. Same for Legendary traits as well.

#### Rest Node

While collecting planets and loosely pulling them with your gravity is easy, slotting them into your limited orbits requires just the right gravitational conditions. These rest nodes are rare, only gravitational equilibrium bound within numerous cosmic bodies makes these pockets of space perfect for rearranging your Solar System.

In these nodes, players will finally be able to enter a Drafting Phase; allowing them to customise their Solar System, swapping out any of their currently deployed planets for any of the planets in their deck and placing them in any orbit position they prefer. Discarding a planet to be destroyed is also an option.

This is the only point in the game where the player can reconfigure their Solar System.

#### Treasure

Sometimes, a fellow lone star or dishevelled star system might present an opportunity for the player; treasure. The player takes it upon themselves to collect a planet to aid in their pursuit of thwarting the conquering armadas, as such, they may only take 1 planet, even if they find more.

The Player is presented with 3 Planets and picks one to add to their Deck, similar to a combat node’s rewards. Similarly, the new planet isn’t deployed until the player finds a Rest Node.