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DESIGN DOCUMENTATIONSShapes: Conceptual OverviewShapes are the basic and most fundamental unit in AXIS. On the overall level, individual shapes have only a small role. Shapes are grouped together into pods (think "task forces") for moving about on the map. A shape may however, be in a pod by itself, making a pod of one. EffectsShapes have two basic effects:
StatisticsEach shape has a variety of statistics. Some statistics are heavily dependent on the type of shape (cube, sphere, prism...) since each shape type has a certain strategic emphasis. However, many of the stats are generated somewhat randomly according to rules for that specific shape type upon the shape's creation. Stats are mostly static throughout the course of the shape's lifespan, but can be negated somewhat by certain acquired specials or combat positioning. Other circumstances may effect stats throughout the course of the game. Life CycleWhen the game starts, you have no shapes, only an empty starting home base. Shapes are created by turning energy into matter. Energy in AXIS is a basic unit of measure that allows you to create shapes. The more energy you have or acquire, the more shapes you can generate. Different shape types require differing amounts of energy to create. Once created, the shape is placed in your reserve. The way you place shapes into play is by going to a pod-assembly screen and picking specific shapes from out of your reserve to fill a pod. One the pod is assembled, it is placed on the game map inside the home base starting area. At this point, the pod as a whole can be given orders. A shape "dies" if it is eliminated in combat or is captured. |
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We think PNG graphics are really cool, so if the graphics on this website display with ugly backgrounds and broken transparency, it's because your browser is either old and decrepid or is made by Microsoft. Either way, you really ought to get a better browser. All content, artwork, and design aspects of this website and the AXIS project are copyright 2003 TAP Group (The AXIS Project) |
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