NXTopia
NXTScape
NXTCraft
Name ideas:
Goal
To implement a game built on-top of the NXT network, using elements such as Arbitrary Messages and the Asset Exchange.
How (Back End)
- Player save data can be stored in AMs. However, how to deal with blockchain pruning? (player-based service provider ‘data vaults’?)
- Items can be based off of Variable Assets though the Asset Exchange. However, this can be quite expensive if this game has a large amount of items, may need a different method, but besides the asset issuance fee, this works very well. Idea to use parallel chain with it’s own fee-less AE.
How (Back End) (Cont.)
- Resources can be represented with their own “coin”, built on top of NXT. For example, if a player mines some ore, the game will award them a “ore-coin”.
- Using PoB (Proof of Burn), resources can be “refined” to the next level ie. Iron Ore -> Iron Bar.
- There are infinite combinations, and this sets the stage for the crafting system.
How (Front End)
- The game should be playable on a smartphone. This means that the graphical requirements should be low.
- The smartphone client will have feature parity with desktop client.
Monetizing
- The game will need a way to generate small fees to pay for operation costs, marketing and developer salaries.
- One way is through crafting. In order to craft an item, there will be a small fee (ie. 1 gamecoin = 0.01 NXT)
How will turns work?
- Brainstorm:
- 1 minute timer?
- Multiple moves per minute?
- 1 Attack + 1 Move per turn. Kind of like battleships, you have to predict where your enemy is.
PoB Concept
- Players can “mine” for “resource-coins”. They can then refine these “resource-coins” (using PoB) into “refined-coins”.
- Players with the correct amount of “refined-coins” can then “craft” an item (in reality, the client will exchange these “refined-coins” for the asset representing the item) then burn those coins.
Asset Concept
- Technically, all non-misc. data can be represented as assets. HP, armor, attack, EXP, money, etc. can be represented as assets.
How to Define a Character
Character A
Wooden
Sword
Cloth
Armor
Small
Potion
...
Assets in User A’s Account:
Arbitrary Message:
To store misc. info such as nickname,
guild name, equipped/preferred items, etc.
Class:
Warrior
Spell:
Bind
Physical:
Whirlwind
Attack
Auth.
Token
ID
Interaction of Assets
- Asset interactions can be hardcoded into the game itself.
- Assets will simply provide information for the game to interpret.
Interaction of Assets (Example)
Character A
Wooden
Sword -
5 Attack
Character B
Cloth
Armor -
3 Defense
VS.
Attack
HP:
10
HP:
10
5 - 3 = 2
HP:
8
Subtract
New Character
Character A
Shovel
Provided Assets for New Players:
HP:
10
Arbitrary Message:
1st time: Specify new nickname.
Other data will be saved periodically,
or when user logs out.
ID
Crafting Process
- Mining: All “raw” resources are considered coins, as this will let us adjust the rate these resources come into the economy. Also, this way, we can be sure new resources coming in are 100% legitimate.
- Using PoB, we can convert these coins to “refined-materials”, or assets.
Crafting Process (cont.)
- These refined-material assets can be further combined to make useful items. Because they are assets, they can be sold on the AE as well.
- When these refined-material assets are used to make a new asset, they are burned. Hopefully variable assets are implemented to allow this feature.
Crafting Process (cont.) (Example)
Base Materials:
1 Vitamin
Crafting Station
1 Gamecoin
Small Potion
Output:
Burn
1 Juice
Server:
Account
To cover server costs
Active Inventory
- To prevent the flooding of the blockchain with a massive number of asset transfers (during combat, mining, etc.) there will be an “active inventory”, which is strictly serverside (offchain).
- Before a player goes to combat, he must put his consumables into his active inventory to use them
Active Inventory (cont.)
- When the player is done with combat (or with mining) he can withdraw his assets to his regular inventory (aka his account). He can then sell his assets normally on the AE.
- There will be a time-lock (ie. every 10 blocks) between transfers to and from the combat inventory to prevent someone from spamming the blockchain. Possibly can include an option to pay a small amount to bypass this time-lock.