-- If a moderator sees this, could this be moved to a more appropriate board? --
Guys, I just had the most insane, but also most exciting idea of my life. I figure other people have also thought about that, and discussed it in some other threads, but I'm really considering to put this into practice.
My key ideas for the game:
- Monsters should have a chance of dropping BTC.
- When you acquire BTC in-game, it is automatically transferred to your wallet.
- The BTC that monsters drop can come from different sources, such as monthly payments, items sold by NPC's, in-game fees over maintaining guilds, entering special areas, etc.
- Money for keeping the server up can come from BTC in the game itself, unless the market is suffering a crash and BTC aren't worth much; in this case, the server would have to be kept up only by monthly payments and donations.
- People should get mad at bots, since they're effectively stealing their money (not their wallets, but the money they put into the game, which makes up for monster drops, etc.). The community could elect and pay game masters to keep the servers free from bots.
The catch is that I'm sharing this idea with you, but this is still a personal project. I'm going to make this in a programming language called Chii I'm developing myself, and the game style is going to be your usual Korean cute shit like Ragnarok.
If you can draw, paint, model in 3D, or is a developer insane enough to trust somebody who says is making a new programming language and would like to help, or simply keep in touch, let me know. I generally can't move things forward if I don't have somebody to discuss. Also, I can't do art yet, so I would need somebody to do that for me.
Otherwise you may think the idea is good but I'm overengineering with this Chii thing, or you simply hate anime and would like to make something like World of Warcraft, we can still help each other in defining the limits, pitfalls, and difficulties of developing an online game economy based on BTC. I think there's room for more than one game
By the way, before you get started with the usual "but you have no idea how hard it is to make an online game", yes, I do have. I have developed my first online game when I was 10, and I did not use any synchronization framework like RakNet to do that. I really did it all by hand using a standard TCP/IP library
It obviously wouldn't scale (I didn't even know what this meant back then), but it did work, and I'm sure I can do better today (although I would *probably* use a synchronization framework today).