Open drllau opened 4 years ago
The simplest one should be "Scraps of draft manifesto". Random excerpts will be generated and left in random (but reachable locations). As the player pick up the scraps (hopefully reading the material), then the description changes accordingly
The coding exercise(s) are:
Coding challenges for the bookmark is (tentatively)
The bookmarks reflect the reading list for the Manifesto being
The Fake Diploma is actually a misleading red herring as the real galah (Credentials Fenceline) should attempt to look up the most relevant blockchain and insert the references to the identity wallet. Otherwise it will reject the fake one everytime. Coding challenges:
Note the galah at no-credentials fenceline will be asking for water so check nothing gets sipped that prevents progress elsewhere.
The CC license is interesting as how can you test the effects of shared-alike or no-attribution?
The eaglet is going to be a hard bot to program as it needs to swoom in whenever the participant is about to make a mistake. It needs the power to alter the game objects (defined as fixtures not furnshings) even when taken elsewhere in the game. Basically he;s this instance authority and general rule breaker/catcher.
The (simpified) character card needs to reference the MetaGame profile and cache the most recent badges at the Tree of Knowledge. Challenges:
How to keep updating the character card when it is a furniture (taken by user and kept outside dungon). There are also security concerns in that with mixed teams, you need to nerf the overpowered ones to create balanced gameplay. The best way is to look at the team composition, and run a few monte-carlo simulations and then
The IOU is actually a debt instrument with 50% "interest" when crossing desert. Granted by the VentureVulture, it allows participants to realise the difference between debt and equity. Even when the flyer is "dropped" because it is pledged against your ID, the only way to extinguish this is to give up the SEED. I expect a lot of security issues to come up with this, possibly along lines of wargame.
The DAO blueprint is going to be the most complicated structure as to gain it, you need to challenge the CryptoPass. Thoughts welcome on how to form apprentice raid parties in token engineering skill-tree (bottom right)
For subskills we create instance dungeons ... some spites for alphatesting using tile map 4jadBox-Dungeon_alpha.zip
I think it will be really difficult to have your character appearance be a single role since so many people will fall into multiple categories. If people had to choose a single role, we would have to make the character classes as broad as possible, e.g:
To get more granular, it would just be a list of skills on your profile. If 4 categories are too restrictive, probably best not to have a direct mapping of character appearance -> single role, and instead people can pick top 3 skills out of 12 choices and rank them in order of best to worst.
However I'm still wary of prematurely designing ourselves into a corner, once we have a certain set of fixed roles it becomes really hard to change them.
Additionally, I think another important thing to map out would be "level of skill" rather than only "domain of skill". e.g. If you are a beginner developer, your character should probably look less awesome than a veteran developer. This could be as simple as adding a coloured trim to an existing character design.
Taking inspiration from existing games, RuneScape has the idea of "skill capes" that you get once you achieve max level in a certain skill. If you achieve max level in multiple skills, your cape can become "trimmed" with extra embellishments.
If we really want people to pick and choose different skills and map that to the visual character, the only way I can see it happening in a scalable way is with items / wearables that you can swap and change. e.g. you can have a archer hat, an wizard robe, and a necromancer staff. IMO that becomes overly complicated, simpler is better.
Should people be allowed to pick any class as soon as they create their character? Or should they have to go through a validation / application process?
To keep the game from being little more than a fancy story-book, we challenge the player to alter the user interface, research additional material, or even extended the game (via a simplified contracting system). As more objects get picked up (or lost), then a puzzle is revealed (basically shuffle to get map in right order, the completion of which will trigger the "graduation" ceremony".