wighawag

Game developer building permissionless and persistent game worlds

Team's submissions

Catacombs Social Tech Smart Contracts

The problem [PROJECT NAME] solves

Catacombs do not try to solve any problem, its goal is to actually create problem so player can enjoy solving them.

Having said that, Catacombs is a game designed for decentralised networks. Its game mechanics is sybil resistant and cater for human players rather than bots:

It remove the usefulness of sybil by requiring player to deposit a stake to play one character and encourage player to have several character.

It make the game more human by reducing the need to transact to the minimum and instead let the gameplay play in the social layer. In Catacombs player play once a day with as many character as they chose. Each move is fully resolved onchain.

But in order to make their move, they simultaneously perform a series of action locally and play a single player experience akin to “rogue-like” games. Once they are happy with it, they also choose a strategy to play on that day against the other players.

The next day is when players reveals their move and get to discover what other have been doing. This encourage social game-play as we can regroup stand a better chance

Challenges you ran into

it was hard to reduce the scope to get something working. I also took the oportunity to explore different coding techniques and mechanics. In particular, I make use of a local EVM to remove the need to duplicate the solidity logic in the frontend, something always needed when involving commit+reveal scheme where you need to display the result of their action before they are revealed.

Unfotunately there was issues in the browser environment that took time to resolve.

It was in the end not possible for me to put all the things together and the playable version only explore the minimum. The contract is where most take place

Technology used

Solidity, Typescript, Svelte. Webgl