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AWRPG - Age of Realms #29

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qgpcybs opened this issue Sep 4, 2024 · 0 comments
Open

AWRPG - Age of Realms #29

qgpcybs opened this issue Sep 4, 2024 · 0 comments

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@qgpcybs
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qgpcybs commented Sep 4, 2024

Introduction

Name or social handle of proposer: [7Stars, BriefKandle]

Starknet Mainnet Address: [0x0366D9202670bee2107Bda6a373a20f039aa5BC44f86aA031F89e8cA0a687Ba9] (To receive funds)

Twitter handle (optional): [@Reg_Horace, @BriefKandle]

Any relevant links/Websites (optional): https://www.mocs-warp.xyz (Another game we released on Redstone before)

Project Detail

General Rules

  1. The game needs to be played based on a certain Realm, and since there are a maximum of 7 regions in each domain, each game can only accommodate a maximum of 7 players at a time for the battle.

  2. Realm Lords can decide when the game starts, how long it lasts, and at the start of the game, Lords needs to put in the resources that the winner of the game will receive, and the resources or currency that needs to be invested in order to participate.

  3. There is only one winner of each game, and the winner receives a reward from the lord (actually, the contract is automatic).

  4. The conditions for the end of the game (either one of them can be met)

    1. Condition 1: When there is only one player left alive at the end of the game (you can surrender voluntarily).

    2. Condition 2: When the game duration is 0, the highest scoring of the remaining players is counted.

Player Process

  1. After the Lord has started the game, select an area that is not occupied by another player and perform an occupy operation in order to participate in the game. (If the Lord has set a resource or currency requirement to be invested for enrollment, it will need to be paid at this time.)

  2. During the duration of the game, develop your region as much as possible by building facilities, producing resources, training soldiers, etc., and you may attack the regions of other players in the realm.

  3. Each player's area has an initial building, the "Center Stronghold". When the Center Stronghold is destroyed, the player loses the game.

Neutral Buildings (to be considered)

Neutral Buildings are buildings constructed by the Lords in Eternum and do not necessarily exist in every Realm.

  1. Archer house: Players can hire archers for a certain amount of resources without having to build their own range.

  2. Mage tower: Players can spend a certain amount of resources to hire an Archmage, but there is no other way to get one through the game.

  3. Castle: Players can spend a certain amount of resources to hire cavalry without having to build a stable.

  4. Farm & Fishing village: Players can spend resources such as wood and stone to exchange for food.

Basic troop types

  1. Farmer: Can do construction and gathering.

  2. Swordsman: Has average attack power, average blood, can attack enemies within 1 square, low training cost.

  3. Archers: have low attack power, low blood level, long range, can attack enemies within 2~4 squares, a little low training cost.

  4. Knight: Has average attack power, high blood level, can attack enemies within 1 square range, high training cost.

  5. Mage: Has high attack power, low blood and long range, can attack enemies within 1~3 squares.

Basic Buildings

  1. Center Stronghold: Unique, unbuildable, able to consume food to produce peasants, can automatically attack enemies within 2 squares when be attacked.

  2. Barrack: Consume food and stone to produce swordsmen.

  3. Archery range: Consume food and wood to produce archers.

  4. Stable: Consume food and gold to produce Knights.

  5. Farmland: Continuously obtain food by sending peasants to move in.

  6. Smelter: Develop technology to improve soldiers' attributes.

Field Resource Points (Perlin noise + lazy update)

  1. Fruit Bush: Send farmers to collect food.

  2. Woods: Send farmers to collect wood.

  3. Mining Cave: Send farmers to collect stone, with a small probability of obtaining gold.

Other rules

  1. In-game resources such as wood and stone are not equivalent to Eternum's resources of the same name, but can be exchanged for in-game resources with a cap on the amount of Eternum resources that can be exchanged. The normal way of acquiring resources is still to search for them on the in-game map and send laborers to collect them.

  2. Considering the frequency of contract interactions, maintaining the population does not require constant food consumption, but rather a one-time subtraction during training (soldiers hired from neutral buildings will be provided with food by the Lords, so they do not need to spend food on hiring them, which can alleviate the pressure on food resources to a certain extent).

  3. The game divides the map into a number of grids(coordinate points), when soldiers from different players meet at a certain point, they will immediately trigger an attack (some types of soldiers will even attack the neighboring cells). Even if the soldiers of one of the sides are just carrying out an order that will pass through that coordinate point, they will settle at least one attack as a result.

  4. Soldiers' blood does not recover slowly over time, but requires a specialized healing operation. (Unless you put him in the center of town.)

Target audience:
We want make a game which can let the holders have something fun to do, and let more people who havn't realms NFT can join the environment and let the price of $LORDS be recognized by more people.

What is the name of the project
What is it based upon (If the are any examples of similar projects)
What does this do that is unique or different to other projects
Who is the target audience of this project
What about this project excites you to build
Any further details you might want to elaborate on

Character

We are AWRPG, include Lord 7Stars & BriefKandle.

7Stars:
I've always loved RTS but haven't tried to make entirely myself. Although the limitations of Layer2 don't yet allow for the real-time nature just like traditional games, unless one doesn't put every step of the operation on the chain for just the results, but that would be putting the cart before the horse a bit. Therefore, in another way of thinking, we only need to slightly lengthen the time of each operation, just like in a real battle, every order given by the commander needs to be sent to the front line by a herald, in this RTS game, which is different from the previous ones, we only need to add the role of the "herald", and the speed of his/her action corresponds to the duration of waiting for the confirmation on the chain. (Of course, in this RTS game, we play God's point of view, so we don't need to add the time that the herald from the front line back to the commander.)

BriefKandle:
Full-stack engineer with over a year of full-time development on MUD, who has implemented a generalized framework on MUD including random maps, building, and gathering related.

Timeline

2 months: Implementation of basic concepts such as game scenes, resources, and player camps.
1 month: Realization of construction, troop types, and battle-related contracts.
1 month: Release and test it on testnet.
Extras: Docking the contracts which involves Eternum's related resources.

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