Cherreads

Chapter 5 - My First Game

After a brief discussion with Eryndor about creation and divine knowledge, I gathered the tomes and left. He didn't press for details, though I could sense his curiosity lingering. With the books in hand, I returned to my celestial temple, ready to dive into my research.

As I studied, something strange began to happen. The knowledge wasn't just staying in my mind... it was shaping itself into game mechanics.

[The God of Creation's] teachings weren't just theories on divine formation; they became the blueprint for world-building.

[The God of Life's] teachings revealed knowledge of body structure, bones for durability, muscles for movement, and a nervous system for sensory input, translated into character design and stat balancing.

[The God of Earth's] understanding of matter evolved into terrain generation and environmental physics.

[The God of Beasts'] writings on creatures evolved into AI behavior and adaptive ecosystems.

And [The God of Knowledge] His wisdom felt like a tutorial on optimization, system balance, and coherence.

It hit me, this wasn't normal. Other gods might see these as divine mysteries but to me? They were systems waiting to be coded into existence. Was this how my divinity worked? Was it because I had the Game Developer divinity that my mind instinctively turned everything into mechanics for games?

I pushed that question aside as I had work to do. For five days, I devoured every insight, reshaped my understanding, and experimented with my system. But time was slipping away. While I was researching, the gods of the Ascendant Hall were gathering believers, expanding their influence, and securing their divine footing on Earth.

Knowing that I had spent an entire week gathering knowledge, testing my system, and absorbing the insights of different gods, I knew I was falling behind.

If I kept delaying, I'd be left behind. With that in mind, I decided to return to Earth and finally start working on the game that had been forming in my mind...

The moment I arrived, I activated [Infinite Sandbox LV1].

⟪ SYSTEM COMMAND: ACTIVATE SKILL ⟫

[ Using Infinite Sandbox – 10 CP ]

[CP]: 140 ⇒ 130

I had already spent 20 CP. If I kept burning through resources without results, I'd be digging my own grave. Through experimentation, I learned a crucial limitation... the more freedom I gave players, the more CP it consumed.

A fully open-world experience where players could interact with everything? Too expensive.

A game where every action had endless possibilities? Unsustainable.

That's why the game I will make is [Teamfight Tactics]. Unlike free-roaming games, this format focused on strategy, not direct control. Players would draft, position, and strategize but the game itself would handle the battles. Less direct interaction meant a lower CP drain.

I started with the game's environment.

For the main lobby, I envisioned a closed-off arena, grand yet minimalistic. At its center stood a simple yet refined table, upon which rested a chessboard-like battlefield that would serve as the heart of the game. This board serves as the command interface, where players would draft, position, and strategize.

Once the match began, the table would expand outward, seamlessly transforming the space. Players would be gently pushed to the edge of the arena, granting them a panoramic view of the battle while still controlling the board. This dynamic shift would immerse them, making them both commanders and spectators of their own strategies.

Next, I turned my attention to the game battleground itself. The battleground where the actual matches would take place. I decided on a lush forest theme, dense with towering trees, glowing flora, and an ambient mist that added a mystical touch. The battlefield would feel alive, but not distracting. Immersive yet focused on strategy.

With the world built, it was time to establish the game's interface.

Instead of cluttering the screen with menus, I embedded the core interface directly into the chessboard. Players could search for matches, browse Hunters, and analyze abilities all seamlessly integrated.

As for the players themselves, I kept their personal UI minimalistic, just a simple logout option and notifications. No intrusive screens, no unnecessary distractions. The focus would remain on the strategy unfolding before them.

With the interface in place, I turned my attention to the core game mechanics. At its heart, the game would follow the auto-battler format.

Players would build teams of Hunters, position them strategically, and watch battles unfold automatically. Each round, a randomized shop would offer different Hunters, adding an element of unpredictability and forcing players to adapt their strategies.

Next, I added Neutral Rounds, where players fought monsters for randomly awarded Hunters, gold, and items. I also added an interest mechanic, where players earned bonus gold each round based on their current gold reserves. The more gold they saved, the higher their income, encouraging strategic resource management.

I also implemented an experience system, where higher levels allowed players to place more units on the board. Players could gain experience passively each round or spend gold to level up faster. Additionally, I introduced a reroll mechanic, letting players refresh their available Hunters at the cost of gold, adding another layer of strategy.

For the Hunter mechanics, I implemented a Class & Origin system. Each Hunter belongs to a main Class and an Origin. If players assemble multiple Hunters sharing the same Class or Origin, they unlock special buffs and synergies, adding depth to team-building strategies.

I also introduced the Star System. Hunters can be upgraded by merging duplicates, enhancing their strength, and unlocking new abilities.

3 copies of the same Hunter merge into a 2-star version.

3 two-star copies automatically combine into a 3-star Hunter, the strongest form.

To reach 3 stars, a player needs 9 copies of the same Hunter.

I expanded the system further, introducing Items, a powerful piece of equipment that could turn the tide of battle.

Two basic items could fuse into a Combined Item, granting stronger effects. A basic Iron Dagger might provide bonus attack speed, but if combined with a Shadow Cloak, it could transform into Phantom Strike, granting both attack speed and the ability to dodge incoming attacks.

Some items were rarer and had powerful passive abilities, further refining strategies. The right combination of items and Hunters could turn an ordinary team into an unstoppable force.

I made 8 basic items, each serving as a cornerstone for strategic depth. These items could be combined including duplicates to form 36 different advanced items, each with unique properties and effects.

With the Item System set, I began balancing their effects, ensuring each one felt impactful yet fair.

For the final touch, I implemented both Casual and Ranked game modes, giving players the choice between relaxed matches and competitive progression. Additionally, I integrated my Energy Conversion ability with a controlled limit, allowing it to refine the player's mana, enhancing its purity and quantity over time.

With the game's core mechanics complete, I turned my attention to the next step: checking the blueprints' CP cost.

Game Concept TFT

⟪ BLUEPRINT CREATION SUCCESS ⟫

[ Game Understanding – 100% ]

[ Virtual Reality Understanding – 48% ]

[ Would you like to activate Mindframe Design LV1? ]

[ CP Cost: 15 ]

[ YES | NO ]

My heart pounded.

My Virtual Reality Understanding had skyrocketed from 21% to 48% more than doubling. And the entire game framework's CP cost was only 15.

Without hesitation, I slammed YES.

⟪ SYSTEM COMMAND: ACTIVATE SKILL ⟫

[ Using Mindframe Design – 15 CP ]

[CP]: 130 ⇒ 115

The moment I activated Mindframe Design, the entire space around me trembled. The once stable game concept rippled and distorted, shifting into a vast, glowing blueprint. Ethereal lines and symbols etched themselves into existence, forming the intricate framework of my game.

⟪ Game Concept: TFT – BLUEPRINT ⟫

I tried to rein in my excitement and focused on the next crucial step designing the Hunters and Monsters for the game.

Knowing that organic creations cost more CP, I need to carefully test how many Hunters I could make before the blueprint cost exceeds 1 CP per unit.

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