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PLUGIN NEW GAME MODE

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]