Building Leyborn Idle: Zones and Combat Foundations


What We Did

We’ve implemented the Zone and Combat System, connecting encounters and combat simulation into one cohesive flow.

Players can now explore zones via interactive cards, preview enemies and rewards, and start combat directly from the detail drawer. Behind the scenes, a modular runtime handles combat ticks, stats, and XP gain automatically.

System Overview

  • Zone Grid: A dynamic grid of zone cards that generate from data, showing level ranges, tags, and icons.
  • Drawers: Layered slide-up panels for zone details, monsters, and combat previews.
  • Combat Runtime: A tick-based loop that simulates battles, tracks kills, and rewards XP and loot.
  • Zone Runtime Service: Handles persistence, stats, and loop control across all zones.

This architecture ties together UI, runtime data, and world logic in a clean OOP structure. Flexible, testable, and easy to extend.

Why It Matters

  • World structure: Zones are data-driven regions.
  • Scalable gameplay: The combat layer plugs directly into mastery, stats, and equipment.
  • Player agency: Every click now leads somewhere, combat zones are tangible.
  • Foundation for future: Built to handle scaling, expansions, and dynamic world states.

Next Steps

While combat works end-to-end, I’m temporarily backlogging the tuning pass to focus on polishing surrounding systems.
Over the next few posts, we’ll dive deeper into how each layer from zone cards to combat simulation works under the hood.