Overview
The Plugin New Game Mode system is a modular framework that enhances Sipher Odyssey's gameplay experience through dynamic progression mechanics and specialized game modes. This flexible architecture allows game designers to create diverse play experiences by toggling features on or off for different dungeons, creating entirely new game modes, or modifying existing ones with minimal development effort.
Core Features
XP Accumulation System
The Plugin system introduces a specialized in-game currency (XP) that players collect during gameplay and spend to activate powerful effects:
- XP Sources:
- Defeating enemies (varies by type and difficulty)
- Completing optional objectives
- Additional sources specific to game modes
- XP Milestones:
- Configurable thresholds trigger special events
- Primary function is activating Augment Selection Screens
- Team-based or individual progression available
- Progressive scaling for continuing challenges
Augment Selection
When players reach XP milestones, the game presents augment choices:
- Solo Mode: Individual augment selection
- Cooperative Mode: Various selection methods:
- Individual augment pools for each player
- Shared augment pools with team voting
- Mana-based selection system
- Augment Pools:
- Dungeon-specific augment collections
- Race/sub-race augment options
- Equipment-based augment possibilities
Corrupted XP and Corruptions
A parallel system that introduces challenging modifiers:
- Corrupted XP Sources:
- Passive accumulation over time
- Failing optional objectives
- Taking damage from corrupted enemies
- Using "Unstable Augments" that trade benefits for corruption
- Corruption Effects:
- Auto-activated at corruption milestones
- Selection screens for strategic choices
- Apply negative modifiers to gameplay
Technical Architecture
Dynamic Wave System
The Plugin system introduces a sophisticated wave-based encounter system:
- Wave Index: Encounters tied to specific wave numbers
- Spawn Parameters:
- Spawn radius around players
- Maximum enemy count limitations
- Wave duration controls
- Boss spawn conditions
Optional Objective System
Enhanced objective system with expanded functionality:
- Team Objectives:
- Shared objectives across team members
- Collective contribution tracking
- Team-wide rewards and punishments
- Wave-Specific Objectives:
- Objectives tied to specific waves
- Progressive difficulty scaling
- Wave-appropriate rewards
Currency Milestone System
Sophisticated system for tracking progress and triggering events:
- Configurable Thresholds:
- Player count scaling
- Progressive difficulty
- Infinite milestone options
- Trigger Effects:
- Augment selection screens
- Boss spawns
- Environmental effects
- Corruption activation
Game Mode Applications
The Plugin system supports various game mode types:
Vampire Mode
A survival mode featuring:
- Wave-based enemy progression
- XP accumulation from defeats
- Augment selection at milestones
- Corruption system creating escalating challenge
- Boss encounters at specific waves
Defense Mode
Tower defense style gameplay with:
- XP used to purchase defensive structures
- Waves of enemies with escalating difficulty
- Optional objectives modifying gameplay
- Specialized augments for defensive play
Arena Mode
Competitive multiplayer mode featuring:
- Team-based and FFA variants
- Multiple victory conditions
- Round-based structure
- XP for personal and team enhancement
Strategic Implications
The Plugin system creates strategic depth through:
- Risk-Reward Decisions: Powerful augments vs corruption risks
- Team Coordination: Shared objectives and augment voting
- Build Planning: Creating synergistic augment combinations
- Adaptation: Adjusting to corruption effects
Future Expansions
The Plugin architecture allows for continued evolution:
- Time-Based Augments: Effects lasting for specific durations
- Level-Based Augments: Effects spanning multiple dungeon levels
- Wave-Based Augments: Effects lasting for certain enemy waves
- Additional Action Mechanics: New ways to collect currency
[Last Updated: March 4, 2025]