Decentralised MMORPG on the SAFE network

This would be soooo awesome… And highly possible with SAFE! Especially if the RFC to make all SAFE data be static goes thru Because then I think it will be easier and faster to serve all the data (if it’s all static not dynamic).

Also I think this game needs PtP too, so that when someone creates an object / character / world, and people use it alot (GETs), then they get PAID SAFECOIN for that!! :smiley: that will be huge!! People could make their whole full-time income / living just by making this game bigger and better for everyone every day!!

Maybe there can even be educational levels like with Christopher Columbus etc and schools can donate SafeCoin into a big pot and students earn that SafeCoin as rewards for Finishing the educational quests in that Christopher Columbus planet!! :smiley: :smiley:

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thats a reallly good idea
what i meant was actual spam like free safecoin! or stuff

what about filters for kids?

now we need a ideal programming language… ruby, python, java, php or html5 (css3 and javascript)

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what about different universes like promotional/companies, kids, retro etc.

and it can hold infinite players (more players the faster it goes… you know the drill)

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Well I wrote a small article over here, about how things should be static and such.

Here’s the fact, how do we have decentralized mmo without servers? I know there are couple proposal solutions in this thread: Build safe-server. or build a new system on top of safe where you temporarily feed extra resources into the network, the network takes that resource and turn into memory pool. or just use p2p IP system, like halo online. Piston is a good place to start.

And if we were to build this, we need keep it simple then extend outwards. The decentralized mmo would be like gary’s mod. Everybody could plug into the world, and do crazy things with it. So we need build a new software that does almost identical to gary’s mod in a sense. It doesn’t have to be gary’s mod. Gary’s mod is actually a really close identification to what you guys are talking about.

Also, if you wanted to build a planet, just keep in reminder that it cost to PUT things in safenet. So building a planet will be exorbitant costly, compare to building a house. It is all about the size of the file. We need to build that maximize efficiency, while minimize the resource size.

Oh you wanna build a new universe, that’s gonna cost you 1 million safecoin. Would anybody do that, no.

Building decentralized mmo begins with a single step. Tron style. I already said all of this in the link so I’m going stop here.

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I would compare it perhaps more to second life than gary’s mod . except instead of a restrictive currency second life owns, it would be a currency that is truly free from borders , unlike bitcoin helping transference of cash between countries instantly, it would instead work form the virtual world to the real world without any restriction or control

Planets almost certainly would cost much much more, just in terms of relative value you need to charge a price for the potential earning income from owning a huge world, and able to sell such property , compared to owning a single land mass or block of land. So the price i have no doubt would be integrated into its sale price is there was a sale of planets.

New universe might be a bit too far, i think it might benefit a discussion and debate over a maximum number of planets in a pre existing universe maybe , Fixed number economically would make the planets themselves a resource economically speaking, because you can’t just keep building more which i think would give the economy planet wide more of a realistic economical behavior . But i haven’t really thought of any benefits to everyone can build how ever many they want. The cost associated with the creation of planets thou might counter balance the unrestricted creation option perhaps

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Well one could create filters but there would be no way to tell if one was a kid or not. Filters would be elective by the user. So you’re assuming kids would elect to filter out certain types of content. The same might be said of adults with various sensitive sensitivities. There’s no way to know what the user would or would not select as their filters. So yes filters could be created but no I don’t think they could be created “for kids” or any other demographic for that matter because there’s no way to tell who the end user is.

As for free safecoin I’m sure there will be safecoin faucets around just like there are bitcoin faucets and those hardly count as spam. If you mean beggers and people asking for free safecoin there will be those too but likely they’ll be ignored or just told to go farm it for themselves.

I very much doubt this kind of thing would be coded as a web app. Java seems to produce slow apps. I’ve heard ruby produces over complicated code. Maybe python, rust or c++ would be a good choice?

Yeah perhaps have a cost with creating a whole new planet. Having a cap on the number of planets would inhibit those who liked to create planets and ecosystems, the Sim gamer types. So one could start with one planet, build it up, develop it’s ecosystem and what not. Then when it generated enough revenue, or one saved up enough safecoin, one could start a new one. But keep in mind the idea is creators are to be paid for creating things, including planets. So perhaps the idea would be you invest in a blank planet and get return for what you add to it. “Here’s a generic sphere world now go make it an amazing world.” Muddle with the size, compisition, gravity, weather, ecosystem, etc and you have a whole new planet.

Another thought is if we added a dynamic where planet’s characteristics were based on actual physics. so if you wanted to make the planet hotter you had to make it closer to the sun or create a greenhouse effect or something. Conversely if you wanted to cool it you had to move it away from the sun or introduce some trees or something. More gravity? Make it bigger or introduce a heavier element into the core. Less gravity? Make it smaller or perhaps reduce the speed of it’s rotation. In short base the physics of the game on real science. Now of course the player could create things, like say a fictional new element or metal that had new properties we don’t currently know about. (Which is entirely possible as we haven’t explored the entire universe.) But that’s how they’d change the rules, they’d have to create a REASON for why their planet, or creature, or object broke the rules of known physics. Want a magic sword? Explain how the magic works. Want warp drive? Explain how it works. This way players could create even rudimentory theoretical models of science fiction. There could even be a graph as to how “realilistic” such models and explainations were.

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sorry was watching the iowa caucus with hawklike eyes for last 3-4 hours , i have money placed on it and its nail biting . gonna go to sleep soon thou too late here in UK .

Yeah see i sort of think economically it would be better and make it more natural but is it really fair to limit planets, i just envisage a game become more like roblox than second life or entropia if it was free reign .

I honestly think this would be an idea method of crowdfunding, have thought quite a bit about this, literally design the barebones games, with possible views of beta versions of lots of things , then crowd fund by selling planets, another coin did something similar, easy 100,000 dollars from investors to help fund game development or anything.

I had a similar idea with the gravity "what if you actually needed to build your own autopilot of be able to realistically pilot a ship using real maths to enter into a planets atmosphere.

Blank planets i would say would be the best option, eventually procedurally created randomized planets , all with roughly similar percentages for the climates and zones than other but made different, with all possible resources underground if you were to go underground.

I don’t think it would be possible to have all possible resources as not all planets could have all elements in the universe on them. Nor could all planets have the same kinds of needed resources on them and support the same kinds of life. If you’re a methane breathing silicon life form you need significantly different resources than an oxygen breathing carbon based life form for example. So creating one size fits all planets won’t really work. What we could do however is create random base planets based on various styles or classes. So use say take our solar system for example. Each planet is quite different. You have tiny rocky planets like Mercury or Pluto. You have Venus that’s a variable greenhouse. You have Earth that is right in the goldilocks zone. Mars that MIGHT have supported life and may be terraformable. So an “iffy” planet with low atmosphere and lower gravity. And then you’ve got your gas giants. A couple with rings, one with a giant spot, some with moons, a few of which may have water on them and might also be terraformable or have supported life at one point. So for the baseline planet creator do you want a planet with a rocky crust or a gas giant? Do you want greenhouse, red planet or class M? Do you want moons or rings? If we’re going to rig up templates we could probably rig up some basic templates. Keep in mind you could have something like a class M moon or what not. In fact buying a moon of a planet might be cheaper.

As for calculating gravity we don’t want to limit the game to calculus majors but yeah getting things to make sense would be good. Maybe have an “Easy Editor” and an “Advanced Editor” would be good so in easy mode most of the calculations were done for you but in advanced you could plan out complex slingshot manouvers and dangerous decent trajectories. In short you have the “Safe and conventional,” and then you have he “Override the safety protocols Mr. Scotty we’re going in!”

I don’t think there should be a limit on the number of planets or astronomical bodies in general. Create a star and create planets around it. Though if we’re to be traveling between planets we need a function for “load” and “unload” solar systems. Something like there is in EVE.

sorry, yeah that was the intention , to have specific resources tied to specific planets some have small amount sof certain resources some have huge vast supplies of other, this would create a universal trade market, you would have traders from over planets trading with other planets selling what they have loads of for what they dont have, selling for a slight increase in price as a trade, buying something worth loads and more rare on their planet and then going back with it. A interplanetary economy.

Obviously this is just ideas currently .

Hehe yeah i totally get what you are saying , it could possibly limit it maybe, but you would have engineers that are able to build fully functional auto pilots that would do all the work, but if you were a cheap ass and a good pilot you would save money, also adding specific skills required to use it does make it more real, it limits the amount of people that can do it . but yes its defo only a contemplation/idea

You have a point there but if that’s the case we’d definitely need some “default” rigs set up so people could get on and off world. Then those with the know how could start tinkering with them and build new ones from scratch. Keep in mind there will be fantasy worlds as well that’ll focus on high magic not science. So the game needs to be flexible enough to take that kind of thing into account. Imagine creating a magical orbit to ground wormhole or something. It doesn’t make any scientific sense but it is logical from a story and mythos point of view (and another way to put it would be a science that isn’t understood yet lol).

I think they might, because think of the ROI if their planet is Popular. With all the traffic of potentially billions of people (&AI?) visiting and using that planet, the creator could become so wealthy!! Just like how Disney land cost millions to build but they’ve made billions back

^ANOTHER REASON WHY WE NEED PTP THO

Also if we get really creative with how it saves data, such as a small texture that gets repeated over and over to stretch across the whole planet, so the whole planet only takes up 10mb or something you know what I mean? Efficiency

Well remember everything is player created. So if you want to buy something prefab you need to pay for it. If you create it yourself you get paid. So creating a universe/planet/whatever is only expensive if you buy more than you create.

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Why? Most of the MMORPG payment system is based on direct barter and trade. Make something and other players pay you for it. The app itself is more or less editing and manifestation inferstructure for this creative social network.

Sound great and the magic/science spin would be great to see . Have you played entropia before? They basically have it so each character has literally hundreds of different skills , and every single task in the game adds skills points to the certain attributes you have . I was mining in it for like 2 months straight and i was no way near 25% of it . But it is one of the greatest skills systems in an online game i have seen , i would make it different personally but using it as a guide line , still much to be improved on

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what? is everyone who uses your “Dragon Longsword” gonna pay extra tax to the person who created it? I think & hope not!

The network rewards should reward it based on GETs

No I haven’t but it sounds like how Skyrim does it’s skill system (or ESO for that matter). And it gets me thinking about character development, personalities and A.I. What if along with skill trees one could also create an A.I. tree. That is program an A.I. with different skills, tasks, scripts and classes so that over time that A.I. could go from playing pong or fetching gear to being an interactive ally in the game with it’s own personality. This kind of learning system could be applicable not only to the MMO but other applications as well. I mean if you think about it you need to teach all hardware and software how to do everything. That’s what programming is about. And one of the main problems with game A.I.s is that they just don’t know enough or that they can’t learn or adapt. You end up with them saying the same thing over and over again or doing the same thing over and over again. But what if they didn’t? What if you had an A.I. you could have an actual conversation with or that learned from previous battles. What then?

You know what?
I think maidsafe is the last option for a project of this size,
because maidsafe uses a system where you pay for data with a cryptocurrency that is well not sutible for a
project of this scale i think we should fork maidsafe when its released to create a network just for the game with a incredibly easy and intuitive way to earn galaxycoin or something (system rewards players with coin for making monitized planets with views (so no nosy outsiders saying oh you no earn money frum ninfendo))
the game is implemented into the wallet so its gonna only a year for the client/network tweaks and prob 5-20 years for da game

can i make a new thread with a realistic goal?