My First Game II

⟪ SYSTEM NOTIFICATION ⟫

[ User has 12 hours remaining inside the Sandbox Domain. ]

I exhaled slowly, centering my thoughts. The next phase of development was critical if I miscalculated the CP cost now, I could cripple my entire progress.

I spent the next hour running tests, carefully adjusting variables, and monitoring the CP consumption. Each iteration gave me new insights into how the system calculated costs.

Finally, I found the sweet spot of five Hunters per 1 CP.

Any more than that, and the cost would spike exponentially. Any fewer, and I'd be wasting potential efficiency. This was the optimal balance. Now that I had my limit, it was time to start designing the Hunters.

My plan for the game was simple: I wouldn't just copy pre-existing characters from TFT I'd create my own. I would call them Hunters because, in this world, they were the ones people revered. The ones who stood against the monsters.

Rather than basing them on the classes from TFT, I would draw inspiration from the hunters and combat styles that already existed in this world. This would ensure a sense of familiarity while keeping the game original.

As for Origins, those would be dictated by the character's design and lore.

A warrior with draconic features? Dragon.

A shadowy assassin who eliminates targets unseen? Ninja.

A towering beast covered in molten rock? Infernal.

Each decision would serve both the mechanics and the world-building, blending strategy with immersive design.

For the [Hunter Class], I settled on 9 Total Classes, each defining the combat role of a Hunter, whether they were tanks, assassins, mages, or something more specialized.

For the [Hunter Origin], I designed 15 Total Origins, shaping the background and unique traits of each Hunter. Whether they were dragon warriors, celestial guardians, or void-touched beings, each Origin would grant passive effects that players could synergize with their team compositions.

But to truly bring the game to life, I decided on A total of 50 Hunters.

With these numbers it is enough to create variation, balance, and strategic depth. Too few, and the game would feel repetitive. Too many, and it would be overwhelming for players to master. 50 was the sweet spot, ensuring a broad range of options without compromising clarity.

With my parameters set, I prepared to begin the actual creation process. Each Hunter needed to be distinct; visually, mechanically, and thematically. Their abilities had to complement their Class and Origin, ensuring every choice felt meaningful.

I started with the first five Hunters, crafting them one at a time.

First, I molded their base forms, human in shape, a neutral foundation to work from. This approach allowed for consistency in proportions before I began reshaping them according to their Class and Origin.

Once the human framework was complete, I refined each Hunter, carving out their unique traits. If they were warriors, I reinforced their musculature and granted them sturdy frames. If they were assassins, I streamlined their forms, making them lean and agile. A Hunter with draconic origins would bear scales and reptilian eyes, while one infused with celestial power might radiate an ethereal glow.

By shaping them in stages, I ensured that each Hunter retained their distinct identity while still fitting seamlessly into the game's balance and mechanics.

I carefully crafted their abilities, ensuring each Hunter had two distinct skills that complemented their Class and Origin. These abilities need to be balanced powerful yet not overwhelming.

To create them, I visualized each Hunter in combat. How would they move? How would they fight? I simulated different battle scenarios in my mind, adjusting their attacks to flow naturally with their strengths.

For a Berserker, I imagined the raw brutality of a warrior in a frenzied state. His first skill [Bloodrush] would temporarily boost his attack speed and damage the more he fought. His second skill [Raging Cleave] would unleash a wide, sweeping strike, hitting multiple enemies at once.

For a Shadowblade, I shaped his skills around speed and deception. His first ability [Phantom Step] allowed him to dash behind his target, striking from their blind spot. His second [Veil of Shadows] let him momentarily vanish, becoming untargetable before reappearing with a deadly strike.

However, their Special Ability were different. Locked until they reached 3 stars, this ultimate technique would define them, elevating their role in the game and unlocking their full potential.

I made sure that even a single 3-star Hunter could be a game-changer. Their Special Ability wasn't just an upgrade it was a win condition. If used correctly, it could turn the tide of battle, wiping out enemy formations, shifting the momentum, or creating an unbreakable defense.

A 3-star Berserker wouldn't just deal more damage his [Unchained Fury] would let him ignore death itself, fighting even beyond fatal blows for a few crucial seconds, potentially eliminating multiple enemies before finally falling.

A 3-star Shadowblade wouldn't just strike faster his [Spectral Annihilation] would let him erase a target from existence, making clones to attack simultaneously and overwhelm even the most durable foes.

With the abilities finalized for the first five Hunters, I moved swiftly to convert them into blueprints. And so, I pressed on.

With each Hunter I created, the process became smoother and more refined. I shaped their bodies, molded their identities through their Class and Origin, then carefully crafted their abilities two powerful skills, and a game-changing Special Ability locked behind their 3-star evolution.

⟪ BLUEPRINT CREATION SUCCESS [10X]⟫

[ Hunters Created: 50 ]

[ CP Cost: 10 ]

[ YES | NO ]

⟪ SYSTEM COMMAND: ACTIVATE SKILL ⟫

[ Using Mindframe Design – 10 CP ]

[CP]: 115 ⇒ 105

By the time I finished, I had created fifty Hunters and compiled them into ten distinct blueprints a robust starting roster that would give players endless strategies to explore.

Now, it was time to design the Neutral Monsters the creatures that would appear in the neutral rounds, serving as both obstacles and opportunities for players.

I made 10 distinct Neutral Monsters, each fitting into one of three categories: Early-Game, Mid-Game, and Late-Game encounters. These creatures would provide players with strategic challenges while offering valuable rewards upon defeat.

With all ten monsters designed, I locked them into the system.

⟪ BLUEPRINT CREATION SUCCESS ⟫

[ Neutral Monsters: 10 ]

[ CP Cost: 2 ]

[ YES | NO ]

⟪ SYSTEM COMMAND: ACTIVATE SKILL ⟫

[ Using Mindframe Design – 2 CP ]

[CP]: 105 ⇒ 103

Now, for the final touch the Little Legends.

Unlike the Hunters, the Little Legends didn't fight but they had a crucial role. They served as the players' avatars, reacting to every victory and loss, celebrating triumphs, and sulking in defeat. More importantly, they were the ones who collected gold and items during the match, fluttering across the battlefield to gather resources for their players.

I started designing them, focusing on their charm and expressiveness, ensuring each one felt like a worthy companion to a godly strategist.

I started with a simple base: a small, adaptable form that I could reshape as needed. Once the framework was ready, I molded each of them, shaping their unique traits and refining their animations.

First, [Emberwing – The Fiery Hatchling]

I crafted a tiny dragon, its body covered in glowing ember-colored scales. I gave it small, twitching wings that fluttered excitedly whenever it moved. Every time it picked up gold or an item, it let out a tiny, triumphant roar, its tail swishing with enthusiasm.

Second, [Wispurr – The Shadow Fox]

For this one, I stretched the frame into a sleek, nimble shape with soft, shifting shadows making up its fur. Instead of walking, it phased in and out of existence, teleporting from place to place in smooth, fluid motions.

Third, [Pebblepuff – The Living Rock]

I shaped this one into a small, round golem made of smooth stone, its surface covered in patches of moss. Instead of running, it rolled across the ground, bouncing lightly when it hit a surface.

Fourth, [Zephyrfin – The Sky Koi]

This one was trickier I wanted it to feel elegant and serene. I crafted a koi fish that floated through the air, its translucent fins drifting like silk in the wind. Rather than walking or teleporting, I gave it a smooth, gliding movement, as if swimming through invisible currents.

Finally, [Chibibolt – The Electric Sprite]

For the last one, I wanted energy. I shaped it into a small, spark-like creature, its tiny body constantly crackling with electricity. Unlike the others, it didn't move normally it blinked across the battlefield in rapid bursts, snatching up gold and items with shocking speed.

Satisfied, I finalized their designs and converted them into blueprints, ensuring their animations and behaviors aligned perfectly with their personalities.

⟪ BLUEPRINT CREATION SUCCESS⟫

[ Little Legends: 5 ]

[ CP Cost: 1 ]

[ YES | NO ]

⟪ SYSTEM COMMAND: ACTIVATE SKILL ⟫

[ Using Mindframe Design – 1 CP ]

[CP]: 103 ⇒ 102

I gathered all the blueprints I had meticulously crafted—the Hunters, their Classes and Origins, the Little Legends, the game mechanics, the economy system, and the interface—and began the final process.

The moment I attempted to merge them, the system resisted. A sharp error flashed across my vision.

⟪ SYSTEM NOTIFICATION ⟫

[ Merging blueprints… ]

[ ERROR: Synchronization failed. Structural inconsistencies detected. ]

I narrowed my eyes. The system flagged several sync issues, highlighting conflicting interactions between the Hunters, Neutral Monsters, Little Legends, and game mechanics.

⟪ SYSTEM ALERT ⟫

[ Sync Error: Blueprint inconsistencies detected. Sync for 5 CP. ]

[ YES | NO ]

I exhaled sharply. Manually debugging would take more time. But 5 CP? That was an acceptable price to pay.

Without hesitation, I confirmed the override.

⟪ SYSTEM NOTIFICATION ⟫

[ 5 CP deducted. ]

[CP]: 102 ⇒ 97

[ Success! New blueprint created: TFT Concept Completed ]

With the entire game blueprint finalized, I took a deep breath and issued the next command.

⟪ SYSTEM COMMAND: ACTIVATE SKILL ⟫

[ Codex Execution LV1 - Blueprint: TFT Concept Completed ]

[Codex Execution LV1]

Type: Active

Cost: 1 CP (varies based on design complexity)

Description: Instantly bring your game designs to life by compiling them into functional code.

⟪ SYSTEM NOTIFICATION ⟫

[ Calculating CP cost for full materialization… ]

[ Cost Analysis Complete. ]

I steeled myself as the final number came into view.