Today's report will be a special one, as it's dedicated to the DIP-5 process! The rest of the tasks and plans are carried out as has been stated previously.
As you know from DIP-5, Duck Wars is in for big changes, and the first thing the team has focused on is Clash of Farms, a territorial war of collective farms.
What’s been confirmed:
Game mechanics. The map has a playing field divided into 20 areas. Bonus resources appear in random regions at the beginning of the in-game day. Farm players choose which region to attack. The farm with the most victories in a region per round captures the region. Owning a region gives a resource bonus effect. Each round, resources are moved to a new region, encouraging farm owners and players to fight for new regions or defend their territory.
Resources. So far, four resources have been approved:
In addition, there are resource bait and poison on the map, which allow both the farms and players to attract resources to a particular area, or conversely, repel them from a region.
Regions. The map is not just separate unrelated locations, it is a whole bustling city with its own chronicles, legends, incidents, personalities, and mysteries. Each region is a separate story.
What’s being developed:
Map and artwork. All 20 regions are finished in the form of sketches, 7 of them colored, and 1 fully rendered. Now while some artists finalize the artwork, others fill the city with vivid details: adding roads, bus stops, traffic lights, billboards, benches, and so on.
Animations. No city would feel alive being static! The animations of each region are also approved and being implemented for those that are ready.
Music. The first version of the game's theme was made. It is sent for further revision now.
Dev part. The development of the game itself is in full swing, and there are several test builds. We are developing the game mobile first, so that players would not feel any discomfort with their devices. The map, resources, bait and poison have already been implemented. At the moment, we are working on the UI. The next big step is to integrate the existing game into the map.
Game store. The in-game store will be divided into two categories: goods for collective farms and goods for players. Goods for farms are related to baiting/repelling resources. For players, there are the following goods (the list will be expanded in the future):
Battle Pass. The battle pass will be seasonal and is meant to be purchased by players. The battle pass rewards will only be awarded to the player who purchased it, not shared in any way with the farms or the owners of the Jeducks they use. The battle pass is divided into tiers with prizes that are unlocked at certain point thresholds. Points are earned in battles and by completing daily or weekly quests. Currently, we are working out the mathematical part of earning points, the prizes and the cost of the battle pass itself.
New battle system. This is the second major update that will follow the map. As stated in DIP-5, players will have the ability to assemble their own deck of cards, which will be used in conjunction with the Jeduck's deck. The gameplay will undergo major changes, players will have the ability to place cards on the board to set up combos. Cards will be lined up in two rows: a row of attack and a row of defense. At the moment, we are balancing the cards and working out the battle mechanics.
Draft
What's been started, but not a priority for now: