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PROJECT COMPLETION:
36%
CURRENT VERSION:
v0.2 "Switchboard"

NEXT VERSION:
v0.3 "Zombie"
[due ~September 2004]


DESIGN DOCUMENTATIONS

Shapes: Conceptual Overview

Shapes 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.

Effects

Shapes have two basic effects:

  1. Combat:
    All shapes come into immediate importance in combat which occurs between two pods in shape-to-shape fashion (like when two fleets of ships fight). All shapes share in combat, regardless of strengths or weaknesses. There are no "non-combat" shapes.
  2. Game Map:
    Some shapes have map effects, such as scouting visibilty, creating or destroying barriers, laying and destroying mines, etc.

Statistics

Each 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 Cycle

When 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.