Game Concept
Polka city is an online virtual world in which registered users socialize with other players, place their purchased assets in the city and show off their items to other players in the game. Currently, users own the assets but don’t have a visual representation of them. The game is going to be a virtual world where the Polkacity citizens will be able to drive their cars in the city and use their restaurants, hotels, gas stations, and other NFTs.
Genre:
This game falls into multiple genres like simulation, social, role-playing, and asset management because it involves social interaction between players and transactions for different NFTs. Various online role-playing games such as elder scrolls online include merchant guilds, banks for storing merchandise, and other things. The currency used in all those games is in-game gold, which is usually worthless in the real world. Enter Polkacity, and the money you make in this world is real money.
Objectives and progression
Currently, the users can roam around the city, socialize and do transactions. The game will be a living city and the missions can be created based on events and rewards. Some objectives will be added in the form of mini-games and missions to engage users. The major objectives will be decided once the city is ready. If you would like to contribute, add your opinions as comments below or chat in the main telegram group. Polkacity will also be a place to socialize, perhaps have guilds and they will use merchant-type NFTs such as car rental, shopping center, and others. The progression for the users will be to make more money in the form of POLC tokens.
Mechanics
Since the game focuses on socializing and moving around the city, the core mechanic will be player movement. The driving and movement mechanic will be mapped via WASD on the keyboard.
Game Elements
The first elements to be focused on are listed below.
Game Environment
We will first focus on a small piece of land filled with each of these NFTs and filler buildings. This first land will be more like a town, which we can repeat with some changes later to create the huge world that is Polka City.
Here is a basic layout of how things will be mapped on a single unit. The NFT names are arbitrary in the diagram below.
Camera Angles: The game will have different camera angles, and they will switch accordingly.
City view camera angle: The camera angle will be 45 degrees to give it an isometric view like this.
Many blockchain games are simply boring card games, some of them sell land, some of them sell art. Polkacity is a fully-fledged desktop game with blockchain NFTs. Our game will have multiplayer features as well. We will use Photon SDK to enable multiplayer.
Polkacity game will have buildings, NFT assets, in which the user’s avatar can move around freely and interact with other players. These buildings will act like social hangout spots where users can socialize with each other.
For the scope of the first draft, we will consider clubs as an example. In a club, users can socialize and watch private dedicated streams for Polka City. As there can be a large number of players inside a club, we’ll be limiting the total number of users inside the club to maintain a visual experience by avoiding clutter and to keep performance intact. In case of the club’s users capacity is maxed out, new users joining will be placed in a new but similar instance of the club, which will have its own separate users capacity. So technically, we’ll be creating a new room for the club when the previous club’s room has reached its capacity.
Similarly, the whole polka city, during the city view, will act as one big room where a lot of players will join and they can see each other walking around. We expect the city to be large, so there will be a lot of users roaming around in the city. The user count can easily be over hundreds, so there is going to be a lot of network traffic. The network traffic is judged on the basis of messages per second. To keep performance a priority, the photon suggests keeping messages per second less than 500. It means that it will require intense optimization to make sure the city roaming phase is a performant and smooth experience in terms of multiplayer.
The game elements such as user models, NFT cars, and NFT buildings will interact with each other in the game. Here is how:
Game Loops: There will be a core game loop and other module loops. These will include Login and Sign up.
User Onboarding: The general idea for signup is that the user will create a game login in a standard way, and this will be initially independent of their metamask account.
An additional step after creating the game login will be for the user to add and verify their public key using metamask as part of their in-game account detail. Users will need to do this if they want to do any transactions or interact with NFTs in the game.
The login window will also include a connect button for the account public key (wallet ID) so that the user’s public key is also associated with the game account. This will enable the user to simply fetch the public key in case of passing it through an API call.
After the account has been created, we will have account validity confirmation via the user’s email.
Assets: All assets will be in 3D.
To populate the city, we will use 3D models of the following:
All these buildings will have an internal structure because as the game develops, users will do interactions in the building rather than in the city.
Game sounds and SFX: Basic game sounds and SFX will be added to the game. We will buy sounds and select the royalty-free sounds for the first draft and then focus more on the sound production after the publication of the first draft of the game.
Art & Design
Unity Development, here is what we have accomplished:
Gameplay
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Investment Risk
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Long-Term expectations
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BACKGROUND (0/20)
AVATAR (0/59)
RANDOM
Gameplay
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Investment Risk
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Long-Term expectations
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