I want to create a Techmerge of two, the popular Minimilitia game + the hacked version of the unlimited ammor,nitro (this time 1.5x faster), Grenerds 99+ for each, doesn't finish ever (this time different slots of the standard genered, Gas,timmer,electric etc), Health gradually refills when not being hitted, but if you're continuously been hit you health decreases gradually till empty player dies. I want you to list all the things both Minimilitia and the hacked version has so that we can add it to this project and start coding it when authorized by me.
Outpost, High Tower, Subdivision, Bottleneck, No Escape, So Long, Lunarcy, Ice Box, Snow Blind, Pyramid, Catacombs, Overseer, Suspension, Cliffhanger, Crossfire, Undermine, Crucible, Stronghold, Entombed, and Deadlock.
The later maps commonly reported separately are Mini Outpost, Junkyard, Alienate, Jungle, Vintage, and Sniper Outpost.
Some third-party lists additionally mention other names, so I would not hard-code a “complete official map list” into our project until we establish exactly which maps you mean by the two versions you play.
Now, here is the full specification for the Mini Militia model we have been designing.
- Core gameplay
The game is a 2D side-view multiplayer arena game with:
Mobile controls.
Character movement.
Vertical/boost movement.
Two equipment slots.
Health.
Damage.
Death.
Respawn.
Match timer.
Scoring.
Player ranking.
Bots.
LAN multiplayer.
Internet multiplayer.
Player progression.
Customization.
Shops/armory.
Tournaments.
Persistent accounts.
Original game identity and artwork.
The visual language can be inspired by the type of experience you like, but our implementation needs to use original assets rather than simply reproducing another game's copyrighted artwork.
- Match timer
You have now specified a much more precise timer system.
Available match durations:
5:00
5:30
6:00
6:30
7:00
7:30
...continuing in 30-second increments...
59:00
59:30
1:00:00
...
1:29:30
1:30:00
1:30:30
So the actual rule is:
Minimum = 5 minutes
Increment = 30 seconds
Maximum = 90 minutes 30 seconds
The host chooses the duration.
The previous code only supported a rough 5–90 minute integer-minute range, so this timer system is not yet implemented correctly. We need to replace it.
- Death → respawn sequence
This is now part of the specification.
When the player's character is eliminated:
DEATH
↓
Player's character performs the game's collapse/fall animation.
↓
The game temporarily displays the standings dashboard.
↓
Countdown:
3
2
1
0
↓
Player respawns.
↓
A default loadout is automatically assigned.
The player does not have to manually select equipment during the respawn.
This keeps the match moving instead of forcing the player through menus every time they are eliminated.
- Respawn dashboard
During the countdown, the player sees a live standings panel.
Each entry contains:
Position.
Avatar/head icon.
Player name.
Current points.
For example:
1st — Player A — 42 pts
2nd — Player B — 38 pts
3rd — Player C — 31 pts
and so on until the appropriate number of players.
The dashboard should dynamically reorder players whenever somebody overtakes another player.
So if Player 4 passes Player 3:
Player 4 becomes 3rd.
Player 3 becomes 4th.
This isn't just a static scoreboard; it is a live ranking display.
- Respawn equipment
When the countdown reaches zero:
Player respawns.
A basic predefined loadout is automatically selected.
The player receives basic equipment appropriate to the game's progression rules.
No manual selection is required.
We will design the exact original equipment set later.
- Match-ending sequence
When the timer reaches zero:
MATCH OVER
The player first sees their personal result:
Player name.
Avatar.
Final points.
Position.
Eliminations.
Times eliminated.
XP earned.
Rank progress.
Rewards.
Other match statistics.
Then the complete final leaderboard appears:
1st → last place
Each player gets:
Position.
Avatar.
Name.
Points.
Eliminations.
Other relevant statistics.
This gives the match a proper conclusion rather than simply throwing the player back to the menu.
- Normal mode
This is your training/progression mode.
Player:
YOU vs BOTS
Features:
Bot opponents.
Different bot skill levels.
Different bot rank representations.
Random map.
Manual map selection.
Match timer.
XP.
Rank progression.
Statistics.
Practice.
You wanted roughly 5–10 completed normal matches before multiplayer becomes available.
That can be implemented as:
Required Solo Matches = configurable
Default:
10
We can later change it to 5, 6, 7, 8, 9 or 10 without rewriting the system.
- Bot system
The final design calls for:
Up to 9 bots.
One human player.
Maximum match population of 10.
Random bot selection.
Mixed bot ranks.
Same-rank bot groups.
Different difficulty levels.
Bot progression.
Bot behaviour appropriate to their difficulty.
The current code only has a primitive chase-and-fire bot.
So the real AI system is not finished.
- LAN mode
Your LAN concept:
Host
→ creates match
→ other nearby players connect through the host's local network/hotspot
→ players enter lobby
→ host selects duration
→ players ready
→ match starts.
Players retain:
Their profile.
Rank.
Avatar.
Progression.
Statistics.
LAN matches use the player's normal profile/rank.
- Online mode
When friends aren't physically nearby:
Host creates room
→ system generates room code
→ host sends code to friends
→ friends enter code
→ players join lobby
→ host starts match.
The room contains:
Player names.
Avatars.
Ranks.
Ready status.
Host indicator.
Player slots.
Match settings.
Eventually bots can fill empty slots.
- Account system
You wanted persistent data.
The architecture therefore becomes:
Account
↓
Cloud profile
↓
Rank
XP
Unlocks
Avatar
Statistics
Inventory
Settings
Achievements
Tournament history
Google/Gmail authentication can be one login option, but we shouldn't make the entire game dependent on a particular email provider.
- Ranking
Your ranking system is deliberately granular.
Instead of:
Private → Corporal → Sergeant
we have:
Private 1
Private 2
Private 3
Private 4
Private 5
then:
Corporal 1
Corporal 2
...
Corporal 10
then:
Sergeant 1
...
then:
Lieutenant 1
...
and higher ranks can have up to 15 stages.
The exact complete hierarchy still needs to be finalized.
The important architecture is already established:
XP → Stage → Promotion → New rank → New unlocks
- Unlock system
Higher progression can unlock:
New equipment.
New character customization.
New cosmetics.
New maps where appropriate.
Special game modes.
Tournament access.
Titles.
Badges.
Special rewards.
The goal is to make rank meaningful without making high-ranked players automatically unbeatable.
- Shop / armory
Planned sections:
Equipment categories.
Character customization.
Upgrades.
Cosmetics.
Special items.
Locked items.
Currency.
Item rarity.
Upgrade requirements.
Rank requirements.
Your screenshots also established the general UI concepts we want:
Card-based item displays.
Statistics.
Upgrade buttons.
Locked/unlocked states.
Currency display.
Reward screens.
But our final interface needs to be independently designed.
- Avatar system
Planned customization:
Face.
Head.
Hair.
Body.
Accessories.
Outfit.
Cosmetic equipment.
Unlockable items.
Rarity.
Character preview.
Again, these need to be our own assets.
- Maps
The game will support:
Multiple arenas.
Random selection.
Manual selection.
Different map sizes.
Different layouts.
Map-specific gameplay.
Future maps.
Expanded maps.
You specifically want the feeling of classic maps such as Catacombs preserved, but if we don't have rights to reproduce an original map, we should create an original arena with similar gameplay characteristics, rather than tracing/rebuilding the copyrighted map.
- Drops
You want battlefield pickups.
The system can support:
Equipment pickups.
Temporary boosts.
Special pickups.
Random spawn locations.
Map-specific spawn locations.
Pickup indicators.
Pickup cooldowns.
The exact items will be designed as original game mechanics.
- Unlimited mode default
Your special mode concept remains:
Unlimited resource supply.
Unlimited special-use resources.
Normal health system.
Time remains the match constraint.
Can be available in appropriate solo/LAN/online modes.
This is a game-mode modifier, not a permanent alteration to every player's normal progression.
- Tournaments
Planned:
Tournament registration.
Eligibility requirements.
Brackets.
Rounds.
Finals.
Champion.
Tournament statistics.
Exclusive rewards.
Tournament badges.
Special titles.
Seasonal tournaments.
The "special reward" idea is deliberately left open so we can design something genuinely valuable inside the game's economy.
- Seasons
Future system:
Season number.
Seasonal progression.
Seasonal leaderboard.
Seasonal tournaments.
Seasonal rewards.
Historical rankings.
Limited-time events.
- Friends
Planned:
Friend list.
Online status.
Invite.
Join.
Room participation.
Host status.
Remove player.
Ready status.
- Profile
Player profile contains:
Username.
Avatar.
Rank.
Rank stage.
XP.
Matches.
Wins.
Losses.
Points.
Eliminations.
Tournament history.
Achievements.
Titles.
Badges.
Unlocked content.
- Mobile HUD
The match interface will contain:
Health.
Timer.
Score.
Position/standings access.
Movement joystick.
Aim controls.
Fire control.
Equipment controls.
Boost control.
Equipment slots.
Weapon switching.
Optional zoom/aim functionality.
Customizable control placement.
- Audio
We need original or properly licensed audio for:
Menu clicks.
Match start.
Countdown.
Hit feedback.
Damage feedback.
Death.
Respawn.
Equipment use.
Explosions.
Boost.
Rank-up.
Unlock.
Reward.
Tournament victory.
Background music.
We can generate or source appropriate audio rather than copying another game's recordings.
- Visual effects
Planned:
Hit flash.
Impact particles.
Muzzle/impact effects.
Explosion effects.
Boost effects.
Death/collapse animation.
Respawn effect.
UI transitions.
Rank-up animation.
Reward animation.
Tournament victory animation.
The current prototype already has hooks for:
Hit particles.
Death particles.
Red damage-screen flash.
- Current code status
The code I previously gave you already establishes:
-
Player movement.
-
Boost.
-
Facing direction.
-
Projectile framework.
-
Projectile collision.
-
Health.
-
Damage.
-
Death state.
-
Hit-particle hook.
-
Death-particle hook.
-
Red hit-screen flash.
-
Hit-sound hook.
-
Death-sound hook.
-
Match countdown.
-
Basic timer restrictions.
-
XP.
-
Rank tiers.
-
Rank stages.
-
XP requirements.
-
Rank promotion.
-
Basic bot movement.
-
Basic bot targeting.
-
Basic bot firing.
-
Timer UI.
-
Rank UI.
-
Mobile-control hooks.
But several important things are still not coded.
The next thing we should code
The Match State + Scoreboard + Death/Respawn Controller.
That is the correct next milestone.
It will control:
MATCH START
→ gameplay
→ player eliminated
→ collapse/death state
→ standings dashboard
→ 3
→ 2
→ 1
→ 0
→ automatic respawn
→ default loadout
→ gameplay resumes
→ timer reaches zero
→ match ends
→ personal statistics
→ final leaderboard
→ rewards/progression.
Why this next?
Because almost every other system depends on it.
LAN depends on the match state.
Online depends on the match state.
Bots depend on the match state.
Rank rewards depend on the match results.
The scoreboard depends on the match state.
The final results screen depends on the match state.
So we should not jump to online networking yet. That would be building the roof before the foundation.
The development order should therefore be:
-
Match State + Scoreboard + Respawn ← NEXT
-
Proper 30-second timer system
-
Mobile HUD and controls
-
Player/bot scoring
-
Better bot AI
-
Maps and map-loading system
-
Equipment/drop system
-
Loadout system
-
Profile + XP/rank system
-
Shop/armory
-
Avatar/customization
-
Local save system
-
LAN multiplayer
-
Online account/cloud system
-
Online rooms + codes
-
Online synchronization
-
Tournaments
-
Seasons
-
Anti-cheat/security
-
Android optimization
-
Testing
-
Google Play release preparation
That is the actual development roadmap.
10/8/2026, 6:58:13 π.μ.