Android/iPhone:1. Mobile/ Android: do you have plans to develop this for Android and release on the Google Play store? Since its built for Apple, I am assuming the Apple Store is in the future?
Android/iPhone would be nice (OK, I'd love it to happen), but I'm not going to do it myself. If someone with the right skills shows up, it's a free software project, patches will definitely be considered. Both Monero and Urho3D work on those platforms so making Android/iPhone builds should not be a huge undertaking, it just needs someone familiar with the platforms and the processes for the app stores.
NFTs:2. NFTs: How will you be utilizing NFTs? If this is a world-building game that presumably allows destruction as well as building, how will that impact NFTs?
NFTs are possible. A player can create custom items and item groups at will. Those are then tradable, giftable and generally usable as other items. They can also be destroyed by whoever owns them at the time. The in game UI is not great at the moment, but it'll get better in time.
You mention building, so you might have been thinking of land and 3D buildings: these are tradable and giftable too, and also destroyable, and very definitely non fungible. They can also be mortgaged to raise further funds or auctioned. I'm not quite sure what you're after so if you want to ask a more precise question I can answer that.
There's also the collectible gold coins, which are in a category between fungible and non fungible: there's a number of designs and a collection game mechanic. Coins may be minted for a game year (a real week) after a design is released (automated game function), and coins are fungible within their design, but different designs have their own age (older coins are more valuable), gold content (heavier coins are more valuable), etc.
As an example, if you wanted to create, say, a set of items representing every Pokemon, you'd create a "Pokemon" custom item category, then a new item for each Pokemon in that category. You can then sell then on the Townforge marketplace. There's no image assigned to player items currently (there's a possibility for abuse) but it'd be nice to have that at some point.
PVP/PVE:3. PVP/ PVE: How is that going to work? If you are creating a game where cryptocurrency is on the line, and players can loot from each other, PVP sounds like a dangerous consideration. I see lawyers of lured/ PKed people in that future.
There's no direct conflict in this game. There is no representation of a player in the 3D world, only the land and buildings. You cannot loot another player's belongings. The most you can do is position your land and configure your buildings to give penalties to other players' buildings (and of course snap up the most productive land for yourself).
I'm planning a system of "feasts" for later, which will bring some extra competition between towns, but this will still be nowhere near PvP.
Now, Townforge is an economic game, so there's a lot of scope for economic based competition, including the embedded decentralized marketplace, the auction system, the mortgage mechanics, etc. A shrewd player will be able to exploit any mispricing in those areas, and since pricing will depend in large part on player interactions and other dynamic factors, I expect money will be made and lost there. But it's still no PvP
Other blockchain:4. Have you considered using an existing blockchain that allows sidechains like Cardano (as I am most familiar with Cardano, I am going to hypothesize based on using that chain)?
I considered using Monero to start with, since it's what I'm familiar with. However, two main reasons made me use a new chain:
- the game is actually embedded on the chain, rather than using a chain to pay for in-game items, so this would have required consensus changes to Monero - a no go
- I don't want to spam the Monero chain with game transactions which would weight the chain down forever
I already have a chain I'm familiar with, being one of the main Monero contributors, so that's what I went with. I am able to make any modifications I need without being dependent on anyone else for it.