Highborne Battlecry Wiki

**Welcome to the Highborne Battlecry Wiki!**
Hello Content Team,

We're thrilled to embark on the next phase of our game development journey, and your valuable insights are crucial to shaping the project's foundation. This Project Blueprint aims to provide a comprehensive understanding of our game features and serve as a guide for the development team.

How to Contribute:

1. **Feature Descriptions:**
	* Provide a brief overview of each major game feature. What is its purpose, and how does it contribute to the overall gameplay experience?
2. **Key Concepts:**
	* Identify and define the essential concepts related to each feature. This will help us establish a common understanding of terminology and mechanics.
3. **Interactions:**
	* Describe how each feature interacts with other features. For instance, how do units interact with the map during movement? Think about the flow of the game.
4. **Dependencies:**
	* List any external dependencies or requirements for each feature. Do they rely on the existence of other features, and if so, how?

For each major feature, we're looking to create a Development Guide. This guide will serve as a detailed reference for our development team, outlining the specifics needed to bring the features to life. For this, I created a page for each feature, and any specifications can be detailed there.

* Unit Types: Define the different types or classes of units in the game.
* Unit Information: Specify what information each unit possesses (stats, skills, abilities, etc.).
* Unit Actions: Outline the actions a unit can perform during gameplay.
* Specific Unit Details: Provide detailed information about specific units in the game.
* Interactions with Other Features: Detail how units interact with other features, such as combat, map, etc.

Your insights are invaluable in creating a unified vision for our game. Feel free to provide as much detail as possible, and don't hesitate to ask questions if clarification is needed.

Thank you for your dedication to making our project a success. Let's create something amazing together!

UI
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UI is for how the buttons, widgets, and various functions will work in the game.

### Main Menu

When the player opens the game, they starts on this screen. This is where they can go into different game modes like singleplayer or multiplayer, go into extras to look at their heroes, check the encyclopedia, and read the lore about our game and its world, go into the options to change volume or settings of the game, and finally, can choose to exit the game to leave when they are done playing the game.

## Map

The Map is how the game will show up as. It will have Entities and other Features.

### Map Structure

How the map will be made up. There will be a sky layer, ground layer, and ocean layer. Most Units are placed and move on the ground layer.

### Map Generation

Map Generation is similar to Age of Empires or Warlords Battlecry games where the map will procedurally generate a map based on the players' position and tries to create a equal playing environment for each player.

## Entities

Entities are objects that exists in the game.

### Appearance

The Characters' appearance are heavily inspired by Rimworld and The First Men graphic styles. Very simple, clear, and clean.

### Buildings

Immovable objects, that can be constructed by a player or unit with ability - builder. Buildings let the race of players to advance during game, Buildings divide into groups:

* race buildings - constructions that allow player to train units or make researches,
* towers and walls - buildings whose task is to defend the area,
* neutral structures, mines - buildings that let the player gain resources / train special units after converting

### Civilizations

Civilizations are different groups with their own units, buildings, and researches that are different from each other. They participate in games of Highborne Battlecry to eliminate each other to win and dominate.

### Heroes

Heroes are the main feature. They are your main leader of a civilization. You can control only one hero. Heroes can fight, build, convert, and uses abilities to try and win a game of Highborne Battlecry. Heroes are also persistent meaning that they keep their levels, abilities, items, and stats in the game.

### Items

Items are objects that can be collected and used by a player. They boost stats or allow the player to use new types of magic. They are divided into types in inventory:

* head - helmets, crowns, etc.
* body - armors, chest plates, robes, etc.
* accessories (four miscellaneous items) - all jewelry, rings, necklaces, etc.
* off hand (right and left hand) - all banners, trinkets, shields etc.
* main hand (right and left hand) - swords, staffs, maces, spears, axes, shields, banners etc.

### Researches

Player could activate in a certain building a special ability, that after time of loading will improve race. There are many of researches but most of them are divided into:

* race advancement - in main race building. Advance the race/civilization to the next tech levels, which unlocks new units, researches, and buildings.
* statistics boost - most common research.
* resources generation boost - some researches can help increase resource gains.
* unit unlock - some researches could unlock new unit to train.
* ability unlock -some researches could unlock new abilities for units to use.

### Resources

Resources are used for constructing buildings/structures, training units, and researching technologies. There are five types of resources - Food, Wood, Metal, Stone, and Crystals.

### Stats Attributes

An Hero have Stats Attributes that define their playstyle. There are five Stats Attributes - Strength, Dexterity, Constitution, Intelligence, and Charisma.

### Units

Units are characters that appear in the game as 2D sprites with their own unique appearances. They can have varying amounts of interactions such as move, attack, use abilities, build, gather resources, and much more.

## Interactions

Interactions are when an entity connects with another entity and they perform an function together.

### Abilities

Abilities are interactions/objects used by units and structures to interact with the game. They can ranged from simple damage area of effect abilities to supportive abilities like healing and increasing stats of units within a certain radius.

### Building

Player could choose the available building from the tab and place it in available spot. After placing the construction, all nearby builders will be called to build it. When the construction will be finished, (all builders will head to the next construction or remain without task) construction sprite will change into building and allow the player to use building to train units or develop researches.

### Combat

Is divided into three types of attacks:

* melee combat - basic type of combat that requires to get to the certain distance to deal damage to the enemy unit
* ranged - archers, gunners, wizards and some monsters could attack from a distance, although damage is rather lower than melee units and there is a chance to miss bullet / bolt / any ranged attack
* magic - all abilities that can be used by a hero or a certain units could deal damage once they are used

And into categories:

* ground
* air
* both

When the unit find an enemy object that could be attacked by him, the unit will approach it and start attack it. There are limitations created by the categories for example: some melee ground units could not be able to attack any flying units.

### Conversion

If an normal unit or hero unit is near an neutral building like an mine, then they will began to convert that mine automatically. Multiple units in your control can decrease the conversion rate.

### Leveling

After each mission (game) player will gain experience points which allow him to improve. Number of points depends on game stats like number of trained your units, killed enemy units or destroyed enemy buildings

### Movement

Player could select unit/s and order them to move into specific place. Speed of units depends on statistic (that can be improved by e.g. leveling up) and could be different for each unit.

### Researching

After clicking on a building's property, the player can select in the tab one of the available icons (and queue the next ones) if player got enough resources. On clicking icon the research will start to loading. After finishing, research will activate it's skill and leave the queue. The same goes to unit training but after finishing the unit will be summon.

### Resource Gathering

When Workers gather from deposits, you are gaining resources based on if the workers are gathering on this deposits passively. (Inspired by Age of Empires 3 Resource Gathering)

### Skills

Skills are objects that allows a unit to interact with the game passively or actively. There are passive skills that do not need to be clicked on. Then there are active skills that require to be clicked or hotkey with for manual control, but can be put on autocast as well.

## Game Modes

Game Modes are different ways to play an game of highborne battlecry, either by solo or with other people.

### Campaign

Series of missions that will follow an story.

### Sandbox

A mode that allow the user to create custom maps, missions and other objects for the game.

### Skirmish

The player can use one of the maps or custom created in editor, set the sides by himself and game / victory conditions.