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Realm of Pepe

MIT LicenseMUD Superfluid

Realm of Pepe is a cooperative Adventure RPG with novel resource-management mechanics, powered by Superfluid. Collect Resources, trade for others and progress through stages to reach the Evil Pepe.

The project was built for the Autonomous Worlds Hackathon by ETHGlobal.

Demo

See the full ETHGlobal Showcase here.

Realm of Pepe

Gameplay

  • In this project, we’ve created a novel adventure RPG world in which resources are represented with tokens. Resource gathering, trading and crafting are represented in streams rather than one-off transactions.
  • Players must find resource nodes scattered around the map and receive their resources in ongoing streams
  • Traders allow swapping resource for crafting materials in an ongoing stream, which can be sent onwards to build soldiers represented as evolving NFTs
  • Completing the evolving NFTs in each zone will unlock the next zone - there are four zones planned, with the final containing the game's final boss - Evil Pepe
  • The game ends when enough resources from the final stage have been streamed towards Evil Pepe, and players collaborate to complete the round in the shortest time

Implementation

  • We did a custom deployment of Superfluid Protocol to enable streamable assets in MUD
  • We created a custom integration between MUD and Superfluid Protocol using Lattice's PhaserX template, enabling interaction with Superfluid from the game frontend
  • We also solved for optimistic updates of the frontend to enable seamless navigation of the game map
  • We use burner wallets, and a zero-gas blockchain configuration to simplify user onboarding
  • We implemented custom Super Tokens to represent assets, and an evolving NFT contract which changes forms as the total amount of resources streamed to it increase
  • We also implemented a custom swapper contract which accepts a stream in and streams back another token
  • We used a combination of downloaded and modified assets from free online sources and created some original designs for the game’s UI and character designs
  • We composed the game’s original music score using 16-bit instruments

Music

Stack

Team