Infinite Seas Deck content Intro - ![image](https://hackmd.io/_uploads/rygtNX4J0.png) a maritime trading, managing, and battling diplomatic onchain game, inspired by Uncharted Waters IV. we believe the best fully onchain games should be fun and infinite (define by games that are non-session and infinitely large map) with an open economy design. ![image](https://hackmd.io/_uploads/H1yiNQVkA.jpg) Our narrative - Start your journey in "Infinite Seas" at the dawn of seafaring. Each island is a fresh start in an old world, waiting for you to shape its path. As you play, your choices will push your island through different historical times, letting you create unique cultures and technologies. Inspired by the rise and fall of civilizations in "The Sea and Civilization," this game lets you guide your people from the ancient past to a future you shape. Take on the challenge of building a lasting legacy on the shifting seas. Open Economy Design - * blockchain offers a great environment for microtransactions between players. We aim to create a game that players are encouraged to trade game assets with each other just like real world maritime trading between ports and ports. Ports trading are building with our AMM infrasture. * players are required to stake chain native coins to get ownership of islands. Players can make diplomatic treaty with others to join the alliance. Winners take the orignal stakes of the loser stakes, and game continues. * The game is designed with mmorpg elements in mind. Our goal is to create a world that players want to live in. We have planting, mining, fishing, cooking, crafting, smithing, building for the pve parts, as well as trading, battling, thieving, and sailing for the pvp parts. ![WechatIMG189-2](https://hackmd.io/_uploads/Hk2vS7V1R.jpg) Infnite game - * **non-session**: blockchain as a autonomous backend should be used to create games that are running continously and in a trustless way. * **infinitely large map**: infinite big map works like cross-sever games in traditional gaming. Infinitely big map is the cornerstone of creating a new-comer friendly open world pvp game. New-comers are able to join games anywhere on the map. they can choose a island coordinates that they feel secure to start the jounry. ![WechatIMG181-2](https://hackmd.io/_uploads/S1P5HmVkC.jpg) What types of players fit into our game? - ![image](https://hackmd.io/_uploads/H1qdwXEkC.png) * achievers, motivated mainly by increasing their skill levels, achieving goals, and collecting craftables. * explorers, motivated by exploring the game world and learning how it works. They may interested in thieving which involves to explore hidden information. * socializers, motivated by trading, working with other players, joining alliance, creating treaty * killers, motivated by competition, victory, domination, and also trolling How to make revene? - * Energy token: through energy token sale. In-game action such as mining, fishing, crafting, building, etc all needs to consume Energy token. Players will be given a mount of energy token at the beginning to start building some neccesary equipments and consumpables. Later, players can get more energy token from our token sales and from in-game port-to-port trading. * Staking withdrawal fees 20%: after players stakes the chain native tokens, they can withdrawal their initial stakes at any time with 14 days processing time. The final withdrawal charges 20% of their initial stakes for anti-bot purpose. * Governance token: when players stake to start the game, their stakes will be re-staked to the chain validator to earn interest. The interest rate from the stake will be distributed back to players based on the amount of governance token that they own. Governance token will distribute to players with special contribution and high achieved players. what's fun about our game? - * we believe the fun comes from 5 aspects: inter-player social, backstabbing, hidden information, randomness, and deep game system. * social elements: the core game loop is truly "diplomatic" game, by which we mean one in which negotiation and alliances are vital important during play. Because the infinite map and all the islands are roughly equal resources and power at the start, **no player can reasonably expect to conquer the entire island section alone. To overcome another power, player need an ally**. And because units may support moves by other players, alliances are effective. * Backstabbing: The game also supports backstabbing. **Players can break the alliance treaty at any time with a cost.** Thus, gamers can never be certain that, one the next move, the ally will do as he has promised. * Hidden Information: When the player A arrives on players B island or ships, they can choose from 3 game actions - battle, trade, and thieve. Among the 3 pvp actions, thieving is the most cost efficient way of gaining resources; **thieving records are hidden information; however, if thieving is failed, it will reveal the record and increase aggression.** * randomness. The game introduce randomness to enhance the player UX. **The production of finished product has a failure rate. The failure rate can be reduced with more practices of the skills and better equipments.** In the PVP part, **the randomness inherent in the system makes it uncertain**: players might still win against odds, or lose despite them. Consequently, warfare, except when there is a major technological disparity between the opponents, is always tense. It is implemented with block hash. * **The depth and variety of the game sysetm make achieving the objectives uncertain**. While information about the economy is exposed, it is often difficult to judge what to build in an island next, what skill sets will develop next. As players gain experience, they learn the ins and outs of the system, but it is still sufficiently complex to be hard to master. game economy design philosophy - we believe in order to create a sustainable and engaging game economy, we need to design the economy as a dissipative structure. Dissipative structure is a thermodynamics concept which is understood to be the spontaneous emergence of order and structure through the organization and flow of energy. In our game design, the flow of resources and player actions drive the emergence of complex economic behaviors and structures. **Closed System**: The entire world is a closed system where the overall resources and energy are finite, similar to our planet. Players are continuously bathed in the arrow of time and low entropy sunlight that allow for the complexity and order of raw materials and life to emerge and increase. This implies that everything within the game must adhere to conservation laws where nothing is lost but transformed from one form to another. This setup helps create a sustainable environment, ensuring every action has a consequence, adding depth and realism to economic interactions. **Open System**: The islands owned by players operate as open systems within this closed world. They can interact with and impact each other through exchanges of matter and energy (e.g., trading resources or energy). This allows for dynamic interactions between players, such as trade and diplomacy, affecting the local economies on individual islands based on players’ actions. **There are 4 ways of how our game economy design fits in with the law:** 1. The game economy operates as a system that transforms low-entropy raw materials (like sunlight, resources, and creatures) into high-entropy wastes (such as weapons, boats, consumables, and buildings) through activities like crafting, smithing, and cooking. This transformation satisfies players' needs and desires. As players engage in these behaviors, entropy is emitted, enhancing the complexity of the world over time, in alignment with the arrow of time, making each action and its consequences progressively more impactful. 2. The order in the economic system can only be maintained by a steady stream of low-entropy materials and energy. 3. All game economic production is based on the resources provided by nature. 4. Whatever players produce must eventually decay, fall apart, or dissipate, returning as waste to nature. What we want to test out? - **A physics-centric crafting mechanism.** All raw materials inherit physical properties. This ensures the flexibility and composability of the item creation experience. Based on the resources and the quantity of resources added into the crafting machine by players, the properties of the crafted items vary. This inventive approach enhances the dynamic nature of gameplay. What we built for mvp? - * infinite map with islands distributed. * island management actions - claiming islands, mining, planting, woodcutting, crafting system, and island inventory (first part of the MVP). * Ship management: ship rosters management, ship inventory, sailing, and combat system. * Leaderboard: players will earn certain points after beating different levels of PvE and PvP ships (second part of the MVP). * Our estimated time of launch for the first part of the MVP is mid-May. The second half will be launched in early June. * Our game will consistently update as players join for playtests. Our MVP v2 will include a major update on our crafting recipes and combat system.