VERSION 1.0 January 25th, 2018

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VERSION 1.0

January 25th, 2018

Table of Contents 1. Abstract 2. Introduction 3. Proof of Play 4. P2P Market 5. Game Concept 6. PvP Game Mechanics 6.1 Character Effect Overview 6.2 Round Overview 6.3 Technical Details

7. Character Development 7.1 Character Traits 7.2 Character Archetype 7.3 Experience Points 7.5 Levels

7.5 Overall Level

7.6 Character Attributes 7.7 Character Statistics 7.8 Speed

7.9 Character Sub-Paths 7.10 Character Abilities

8. Roadmap

9. The Development Team

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1. Abstract Neon District is a hybrid role-playing and trading card game set in a cyberpunk dystopia. In Neon District, each player collects and trades unique, fungible cards that evolve and adapt as they're used in play. Unlike all other trading card games, cards in Neon District become more valuable as they gain experience points, special abilities, physical flaws, and cybernetic enhancements. These cards come alive and create their own stories, forever stored on the Ethereum blockchain. Neon District combines the best of card-based RPGs and online MMOs with asset ownership, unique strategic gameplay, and a verifiable asset history via blockchain technology. The game utilizes the Ethereum Non-fungible Token Standard #721 (ERC-721) to provide individualized, unique cards for each player to collect, trade, play, and evolve.

2. Introduction Massively Multiplayer Online (MMO) games, such as World of Warcraft, Overwatch, and Hearthstone, create an immersive gaming experience shared with thousands of other gamers in real time. In these Role-Playing Games (RPG), players invest hundreds of hours developing characters through gameplay, grinding for gold and experience points through individual quests, group raids, and player vs player combat. In those many hours, each player unlocks skills, abilities, and attributes special to their character within each game. Over time, it is inevitable that players lose interest with these characters, and move on to other games. Unfortunately, these highly leveled assets are left behind, and the time and energy spent stays locked within each game. Today, blockchain technology provides an alternative: what if a character’s progress could travel with the user? What if a user could trade their efforts for something tangible? Games are a perfect application for asset ownership and trustless exchange. Neon District is among the first games of its kind where players can hold their characters and assets, with the progress earned in these games carried along to future games. In Neon District, every major action taken is recorded on the blockchain, and experiences are unique to each character and visible to everyone. Neon District allows gamers to create a story with their characters, plug them into other games and other stories, and develop characters in ways yet unexplored.

3. Proof of Play Valuation in a collectibles market is determined by scarcity. Several crypto-collectible markets rely on this principle, and build scarcity into their games through limiting assets. Neon District creates scarcity in a very different way. Since each card is a unique non-fungible asset, cards can be

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identified by recording a history of their game play on the blockchain. Character attribute levels become permanent achievements and a record of wins, losses, and adventures become a character’s personal history, also referred to as a character’s legacy. Some characters will be destined for greatness while others ascend to infamy, all with unique names and public histories to signify them as legends. Scarcity is then defined by “Proof of Play.” A blank card without game play will never become 1

valuable because it is not unique. In this way scarcity belongs to the gamers and not the game creators. All cards sold in the game store will have blank histories and be referred to as Tabula Rasa (blank slate) cards. Each Tabula Rasa card has the potential to forge a unique history and valuation. Cards will be sold for a low fee with exact cost based upon initial attribute levels. There will be no limitation to how many of each cards are produced, though popular cards may be subject to “sales cool downs” where the card is removed from the store for a predetermined amount of time. Cards in the game store are sold directly by Blockade Games.

4. P2P Market 2

Players will be able to sell cards through a Dutch auction on the P2P Market. Card valuations will be determined by supply, demand, and market principles. A second market will be established where characters can sell services at market determined rates. More information on service sales is available under character specialization and development. Blockade Games will collect 3.75% of each market transaction to be paid by the seller.

5. Game Concept Blockade Games will deploy Neon District on the Ethereum blockchain, using the ERC-721 standard as the foundation for mutable and tradable non-fungible assets. Each character and equipment card will have a unique owner, and by interacting with the Neon District contract, the assets gain value and experience points (XP) that increase their effectiveness within the game and rarity as cards. 3

For a seamless and secure experience, Neon District will integrate MetaMask for asset management. Users will be able to use MetaMask to store their assets locally and sign transactions to interact with their characters within the Neon District world. Neondistrict.io will provide users with the means to view, list and purchase assets in the marketplace. Users can battle with their characters, equip cards to their characters, develop specialization trees, and participate in events.

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Find

A Dutch auction is a public offering auction structure in which the price of the offering is set after taking in all bids to determine the highest price at which the total offering can be sold. In this type of auction, investors place a bid for the amount they are willing to buy in terms of quantity and price. https://www.investopedia.com/terms/d/dutchauction.asp 3 MetaMask is a bridge that allows you to visit the distributed web of tomorrow in your browser today. It allows you to run Ethereum dApps right in your browser without running a full Ethereum node. https://metamask.io/

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Additionally, the game will encourage and incentivize players to explore the world and influence the Neon District storyline. Neon District is developed as a hybrid of on-chain and off-chain game elements. The primary onchain elements are the distribution and ownership of assets, facilitation of asset trades and sales, recording of gaming outcomes, and encoding of character attribute levels and progress. Neon District will use off-chain scaling solutions wherever feasible to minimize impact on the Ethereum network. While most games can be played on-chain, off-chain solutions will be available for long-running games. Initiation and completion of games will be declared on-chain, with intermediate transactions occurring off-chain. Upon completion, a game’s intermediate transactions are summarized and a hashed proof-of-outcome is produced. This is checked on-chain when the game is committed to the Ethereum blockchain. The first release of Neon District will focus on a traditional role-playing game mechanic: turn-based battles. In this mode, characters can tag another character to request a battle. The tagged party may then accept or decline the request. Once both owners agree to battle, the battle is initiated onchain. The battle itself takes place off-chain with the final outcome and proof provided for both players to sign and broadcast on-chain. If a battle is abandoned by either party, the battle times out and the non-responsive player concedes. Further, each battle can have spectators - third-party 4

viewers who watch the battle play out in real-time. To add to the fun, users can bet on a winner with their experience points. To discourage "gaming the system", rules have been created regarding asset playability. Player-vsplayer games can only be enacted by characters belonging to different owners. As players could potentially engage their own assets across multiple addresses to increase leveling speed, characters may not repeat on-chain battles with the same opponent in a 24 hour period. However, all characters can play off-chain "scrimmage" games without limitation. These results are not broadcast to the Ethereum network, and cannot be used to influence an asset's value. Neon District plans to add support for team vs team play as well as team and solo quests after the initial PvP model is developed.

6. PvP Game Mechanics A battle is built on traditional turn-based role playing mechanics, but modified slightly to fit the simultaneous web browser limitations and blockchain storage requirements. 1. A battle consists of as many moves as necessary to deplete an opponent's hit points. 2. At the beginning of a round, both players select three actions, ranging from attacks, defense, and restoration. 4

The

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3. Both players submit their moves, and the outcome is revealed. 4. If both characters survive, the next round begins from step 2. 5. Otherwise, the final outcome is revealed and the result is signed and pushed on-chain.

6.1 Character Effect Overview 1. A character starts a battle with given dynamic statistics: attack, defense, restoration, and hit points - all of which are “full” at the start of a battle. 2. Attack, defense, and restoration statistics are lowered by every action matching the corresponding category, and are raised by restorative actions. 3. Hit points are lowered by offensive actions from the opponent, and raised by restorative actions. 4. A character starts a battle with base attributes. These attributes define the baseline effectiveness of attacks, defense, and restoration actions. 5. A character can be equipped with equipment cards. These cards contain values that are added to the character’s statistics and/or attributes, and allow the character to perform additional actions. 6. A character may also have optimizations that affect their baseline statistics and attributes.

6.2 Round Overview 1. Both players choose a series of actions to perform in sequence. 2. The set of actions are limited by how much attack, defense, and restoration a character has, and how many attack points, defense points, and / or restoration points each action requires. a. Example: a character has 4 attack points at the beginning of a round. They can shoot a gun (2 points) and perform a one-two punch (2 points), but they can’t shoot a gun (2 points) and perform a head-level roundhouse kick (3 points). 3. The order of which character moves first is defined by who accepted the battle. a. Example: Character A challenged Character B, so Character B makes the first move.

6.3 Technical Details The messages describing sequential moves for a battle are arranged in a lexically-sorted merkle 5

tree, like transactions on the Raiden network. The root of the merkle tree uniquely identifies the current state of the game, and can be used to determine whether a proposed move is valid. At the conclusion of a battle, the merkle root is submitted along with the outcome of the battle, which can be used to confirm the individual moves that led to the result.

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The Raiden Network is an off-chain scaling solution, enabling near-instant, low-fee and scalable payments. https://raiden.network

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There is no randomness in the game, each move is deterministic. Therefore each series of moves in the game from the same starting state will always result in the same final state. Each move is 6

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signed by the player using MetaMask, similar to a LAND bid in the Decentraland auction. While there is no pure randomness in the game, the contract will utilize pseudo-random nonces to produce an element of chance in the game. These variables will impact the effects of various actions and the experience point calculation at the conclusion of a battle.

7. Character Specialization and Development 7.1 Character Traits ● ●

Name Archetype



Total Experience Points



Unused Experience Points



Overall Level



Attributes / Levels



Sub-Path



Statistics



Hit Points



Abilities



Optimizations



Flaws



Battle Record

The above traits are stored either on-chain, off-chain, or some combination of the two.

7.2 Character Archetype Each character has a natural-born proclivity towards some path, with characteristics and attributes that reflect that natural inclination. There are 22 different character types (analogous to traditional RPG character types: Dwarves, Elves, Human, etc.). These types define which type of personality a character has and influence the base attributes and statistics during various battle types.

7.3 Experience Points (XP, EXP) A character earns experience points by participating in battles and various activities. A character can earn bonus XP by meeting certain objectives, such as completing their first battle of the day, 6 7

Terminal Decentraland is a virtual reality platform powered by the Ethereum blockchain. https://decentraland.org

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participating in a tournament, or winning multiple battles in a row. Experience points are used to determine a character’s overall level, and they can be allocated towards development of any of the three primary attributes or towards further development of their sub-path specialty. A character’s total level is implied from the total value of their experience points.

7.4 Levels Levels (attributes) are earned by exchanging a character’s experience points to obtain the next level. The “cost function” of each level is defined as the “floor” value of ϕ" , where ϕ is the golden ratio, approximately 1.618, and x is the character’s level. A character can obtain a level when they can exchange experience points (XP) greater than or equal to ϕ" . A maximum level has yet to be determined. Level 1

1 XP

Level 9

75

Level 17

24465

Level 25

1149150

Level 2

2

Level 10

122

Level 18

39584

Level 26

1859325

Level 3

4

Level 11

198

Level 19

64048

Level 27

3008389

Level 4

6

Level 12

321

Level 20

103629

Level 28

4867573

Level 5

11

Level 13

520

Level 21

167672

Level 29

7875734

Level 6

17

Level 14

842

Level 22

271294

Level 30

12742938

Level 7

29

Level 15

1363

Level 23

438954

Level 31

20618074

Level 8

46

Level 16

15120

Level 24

710229

Level 32

33360044

Example: Character A, who has Level 1 stats in Strength, Utility, and Intelligence, earns 4 XP from their first battle. They would like to progress to Level 2 in Strength, which costs 2 XP. After they apply 2 XP to obtain Level 2 Strength, they have 2 XP left to exchange. They can’t level up Strength again, as Level 3 costs 4 XP, but they can level up either Utility or Intelligence, or save their XP for later.

7.5 Overall Level A character’s overall / total level is given as the floor of 3 ∗ 𝜙 ' , where 𝜙= golden ratio, and 𝑦 = total experience points earned. The total experience points are never exchanged for a character’s total level - they are purely for record-keeping.

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7.6 Character Attributes / Levels Character attributes are synonymous with levels in one of three paths. A character can develop towards Strength, Utility or Intelligence. In order to advance in one of the three directions, a character needs to apply their earned experience points towards advancing that particular level. ●

Strength ○

A focus on physical expertise - combat, agility, endurance



Utility



Intelligence

○ ○

A focus on knowledge expertise - manipulation, weapons use, invention A focus on mind-body expertise - magic, healing, and psychic powers

7.7 Character Statistics Character statistics represent the maximum values given for the dynamic variables used in battles. These values are derived from the character’s attributes. ●







Attack ○

Sets a limit on how many / which attack actions a character can perform



Set by a character’s Strength attribute

Defense ○

Sets a limit on how many / which defense actions a character can perform



Set by a character’s Utility attribute

Restoration ○

Sets a limit on how many / which restorative actions a character can perform



Set by a character’s Intelligence attribute

Hit Points ○

Define how much damage a character can take



Set by a character’s total experience points (XP)

7.8 Speed Characters do not have a traditional “speed” attribute or statistics like other role-playing games. Instead, order is defined by the battle initiation, with the initiator automatically moving second.

7.9 Character Sub-Paths A character may choose a sub-path after attaining Level 10 within a given Attribute (Strength, Utility, Intelligence). Each character may only choose one sub-path, which is permanently bound to the character. A sub-path gives a character the ability to provide a service, to attain abilities

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inaccessible to characters in other sub-paths, and to use certain abilities within the sub-path with maximum effectiveness. ●





Strength ○

Fighter



Ranger



Assassin

Utility ○

Hacker



Weapons Expert



Scientist

Intelligence ○

Mage



Healer



Psion

Sub-Path Services ●

Fighter ○



Ranger ○



Stay at Dojo, offer to teach bare-hand attack and defense abilities Stay at Dojo, offer to teach long-range attacks / long-range weapon abilities

Assassin ○

Stay at Dojo, offer to teach stealth / cunning abilities



Hacker ○ Stay at Guild, offer to craft specific cybernetic enhancements



Weapons Expert ○



Scientist ○



Stay at Temple, offer to teach magic spells or perform magic to characters

Healer ○



Stay at Guild, offer to craft new weapons / potions / drugs

Mage ○



Stay at Guild, offer to craft specific weapon special abilities

Stay at Temple, offer to heal other characters or remove flaws

Psion ○

Stay at Temple, offer optimizations and to remove flaws

7.10 Character Abilities Each character can perform common abilities and attacks, which are shared among all character types. As each character levels up, they can learn specialized abilities as they progress along their sub-path.

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Each ability will either cause damage, increase defense, or restore health or some other points. Further, each ability also costs some amount of Attack (ATK), Defense (DEF), or Restoration (RES) statistic to perform.

8. Roadmap Mid Feb: Testnet Mid Feb: Alpha Airdrop Sign Up Mid March: Beta Airdrop Sign Up Mid April: Alpha Airdrop; Closed Alpha Early May: Beta Airdrop; Closed Beta Mid May: Public Release

9. The Development Team Neon District is spearheaded by a talented team of 10+ developers and creatives. As cryptocurrency veterans who believe in the power of decentralization and open-source software, the team aims to allow for third party tools and expansions to be built via the public API and available for purchase in-game. Additionally, asset holders and community members will be given opportunities to help direct the future of the game. ** Neon District will not rely on an Initial Coin Offering (ICO) for funding. Instead, the game will be fully funded by Blockade Games, LLC.

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