(Sorry for my poor English)
Before telling you about my project, I’ll quickly introduce myself.
I’m Nolan Vanmoortel freelance full-stack developer in Belgium specialized in artificial intelligence.
I’m a big fan of new technologies like blockchain, decentralized finance, and everything that allows disintermediation(WEB 3.0).
I had the chance to be part of the early adopters on many DeFi projects. This chance allowed me to be relatively financially independent.
I now want to contribute to building a better world by designing a project (non-profit) that I hope will give value to UBI.
I want to spend one year on it. To keep this interesting for me, I’ll take the opportunity to play with a lot of techno (Cairo, P2P database, 3D game engine, shader, DAO, etc.)
Here is a summary of my project. To keep you updated on the progress and not pollute this forum, I will create a devblog.
### The Moloch simulation game ###
The Moloch simulation is a massively multiplayer online browser game where each player has the choice to cooperate to progress in the exploration of the world or defect and get an immediate profit.
First, the player can buy a world (NFT), each type of world has resources (Fungible) that can be harvested and dungeons to explore.
A world is split into areas. Each area contains one or more dungeons as well as specific resources.
To access the next part of the world, you must succeed in increasing your influence.
The influence of a zone decreases with time. To raise it, you have to defeat the dungeon keepers continuously.
When the influence drops to 0, the enemies destroy the world and the character of all players in it.
The world owner can invite other players to join his world to progress but with the risk of having malicious players.
The player can buy a recipe to build (with some resources) a cute little robot(NFT) used in-game. Each robot has different characteristics and combat skills, increasing the damage, armor, and the number of resources collected. The robot gains levels when it wins battles. Levels unlock upgrades for your robot, which can give it a bonus or new combat skills.
Fights are turn-based. One or a group of players can initiate a fight. Each turn, the player can perform a certain amount of action, like moving or attacking. Different types of attacks are available depending on the protagonist.
The enemies will destroy all robots (NFT burn) when a fight is lost.
A program under the control of the DAO of the game manages enemies. We will keep this program open source to ensure the same difficulty for all players. The player in case of cheating can seize the decentralized court of Kleros.
The fights are on-chain (StarkNet Validium/Volition).
Harvesting allows you to obtain essential resources to build robots and improve them. Players can freely exchange resources on-chain.
When a player harvests a resource, it disappears, leaving you with a random distribution of resources and seeds to replant (quantity depending on characteristics).
The game will push harvesting information on-chain, the smart contract will control the harvesting requirements(time to grow and to harvest), if we want to avoid bots, we can set up a Mimic system like Dark Soul.
The DAO will have the privilege to sell the world and the robot and robot improvement recipes.
The DAO will do the sale in UBI (UBI = time = free to play), a fixed quantity of each item will be created continuously and will feed an AMM allowing a free market price.
The DAO will also decide to offer incentives or not to the players, like offering UBI to people finishing a dungeon or offering a return to the DAO stakers.
The DAO will have the role of running servers to control the enemies. The artificial intelligence (naive or multi-agent recurrent neural networks?) of each enemy will have to be public to allow players to make sure that there is no fraud.
Thanks for reading!
Does the project sound interesting to you?
Do you think the UBI DAO should be the same as the game DAO?
Do you want to participate in creating the game, or would you rather be an observer?