Gameplay Loops
This document details the distinct, interlocking gameplay loops of CROSS for viewers, streamers, and cross-channel economy.
🔁 Overview: The Interactive Loop
graph TD subgraph Viewer Progression VA[Active in Chat/Stream] -->|Spawns Avatar| VB[Participate in Combat/Defense] VB -->|Earns XP & Gold| VC[Upgrade Gear & Skills] VB -->|Earns Resources| VD[Donate Resources to Streamer Rooms] end subgraph Streamer Progression SA[Customize & Build Rooms] -->|Buffs Chatters| SB[Increase Chat Engagement] SB -->|Stronger Defense| SC[Unlock High-Tier Rooms & Bosses] SC -->|Global Stream Standing| SD[Cross-Stream Alliances / Raids] end VD -->|Upgrades rooms| SA SC -->|Drops better loot| VB
1. The Viewer Loop (Leveling & Loot)
The viewer’s primary goal is to grow their character, customize their appearance, and unlock rare classes/professions.
- Entering the Scene: The viewer joins the Twitch stream. By typing a command (
!join) or opening the Twitch Extension, their avatar spawns onto the streamer’s base. - Active vs. Passive Play:
- Passive state: The avatar stands in the “Tavern” or sits in custom chairs. If they have a profession like Herbalist, they passively harvest herbs that periodically sprout on the stream canvas.
- Active state: When a wave is active, the viewer switches their state to
Combat(!attackor clicking an enemy in the extension). The avatar moves to fight.
- Earning Rewards:
- XP: Gained by dealing damage, absorbing hits (tanks), healing allies (supports), or harvesting materials.
- Gold: Awarded when waves are cleared. Gold is spent on their personal character (purchasing gear, upgrading abilities) in the Standalone Client or Extension.
- Building Materials: Wood, Stone, Iron, and Magic Essence drop from waves and passive gathering. These are kept in the player’s persistent inventory.
- Auto-Sleep / AFK Prevention:
- If a viewer is inactive in chat or doesn’t interact with the extension for 15 minutes, their avatar transitions to “Sleep” mode.
- Sleeping characters sit down, close their eyes, and do not participate in active defense or earn passive resource drops. This prevents 24/7 lurker bot farms.
2. The Streamer Loop (Base Building & Stream Events)
The streamer’s goal is to build an impressive base, boost chat engagement, and unlock stream-wide bonuses.
- Building & Upgrading Rooms: The streamer has a limited number of building slots. They select which rooms to build (e.g., Tavern, Blacksmith, Alchemy Lab).
- Viewers donate Wood, Stone, and Gold to upgrade these rooms.
- Fully upgraded rooms grant passive bonuses (e.g., +15% chat XP, weapon stat multipliers, custom cosmetics).
- Triggering Invasions (Waves):
- Automatic Interval: Small skirmishes occur every 30-45 minutes.
- Streamer Triggered: The streamer can trigger hard waves manually (e.g., to celebrate a raid, sub milestone, or just to interact with chat).
- Twitch Alert Integration: Integrations with subs, bits, or channel points spawn special mini-bosses.
- Base Damage & Defeat:
- If monsters breach the player defenses and attack the streamer’s Core/Keep, the base takes damage.
- If the Core reaches 0 HP, the base is “Ruined”. All rooms are temporarily disabled (disabling viewer buffs) until the streamer or viewers pay a Gold/Stone fee to repair it.
3. The Cross-Stream Loop (Inter-Stream Economy)
The defining feature of CROSS is that viewer progression is globally persistent.
- Resource Portability: A viewer can farm Stone on Streamer A’s channel and use it to help Streamer B construct a high-level Barracks. This fosters cross-community collaboration.
- Global Standing & Prestige:
- Viewers compete on global leaderboards.
- Streamers can showcase their “Base Level” (the sum of their room levels), comparing it to other streamers in the community.
- Raid Boss Events:
- When Streamer A raids Streamer B, the Master Server triggers a Raid Event.
- Streamer A’s avatar (scaled up to a giant Boss) invades Streamer B’s screen.
- Viewers from both chats fight the boss. If defeated, viewers of both channels receive a “Raid Bounty” (shared gold/loot chest).
⚖️ Small vs. Big Stream Synergy (Depletion vs. Scaling)
To naturally boost smaller streamers and prevent all viewers from concentrating on a few massive streams, we implement a balancing resource-vs-experience mechanic:
[Small Stream: Low Population] ---> High Resource Gathering Rates (No Depletion)
[Large Stream: High Population] ---> High Combat XP Rates (Elite/Boss Waves)
- Resource Depletion (The Crowding Penalty):
- Concept: Shared node depletion. The more players are actively harvesting/mining on a single stream canvas, the lower the individual gathering yield becomes.
- Formula:
- Impact: If a player is alone on a small streamer’s channel, they gather resources at a full rate. On a stream with gatherers, the rate drops to . This drives players to seek out quiet, low-viewer streams to farm wood, stone, wheat, and herbs.
- Combat XP Scaling (The Group Morale Buff):
- Concept: Massive battles yield bigger rewards. Larger streams trigger harder monster waves (Elites, Champions, and Bosses) with higher baseline XP drops.
- Formula: (Capped at ).
- Impact: Fighting in a massive raid group of 100 players on a big stream gives a large XP boost, making large channels the go-to destination to level up characters and farm gold.