Physics-Based UEFN Fortnite Map
Budget: $30 – $250 CAD
## **Final Project Brief: Jump For Brainrot [Sim-Tycoon Hybrid]**
This project is a high-fidelity simulator-tycoon designed for extreme virality, physics-based dopamine loops, and long-term player retention. The goal is to move away from traditional building and instead focus on a "Jump-to-Earn" mechanic where status is displayed through a persistent collection of 100 unique assets.
### 1. The Core "Jump-to-Earn" Engine
* **The Physics Loop:** Players jump from elevated ledges onto trampolines/bouncers to reach maximum vertical altitude.
* **The Z-Coordinate Calculation:** Gold rewards must be calculated precisely via Verse based on peak altitude.
* **Precision Formula:** `Gold_Reward = (Peak_Height * Base_Multiplier) + (Active_Brainrot_Bonus)`.
### 2. Idle Progression: Offline Earnings
* **The "Brainrot Passive" System:** Players continue to earn gold while they are offline.
* **The Calculation:** Earnings are based on their "All-Time Highest Jump" record and the number of Brainrots currently in their collection.
* **The Catch:** Upon re-logging, the player must go to their Collection Room to "Claim" their accumulated offline gold, reinforcing the daily login habit.
### 3. The 16-Day "Loyalty" Progression (100 Levels)
* **The 100-Level Grind:** The game features 100 unique levels. Each level corresponds to a unique "Brainrot" asset (3D mesh or high-end VFX).
* **The Math:** Calibrate progression so a "faithful" player (1 hour/day) reaches Level 100 and their first Rebirth in exactly 16 days. This requires non-linear cost scaling: `Cost = 1000 * (1.15^Level)`.
* **The Rebirth:** Level 100 unlocks the Rebirth option, resetting gold but granting permanent Jump Power multipliers and exclusive Rebirth-only auras.
### 4. Admin Code & Secret Brainrot System
* **Dynamic Code Entry:** Implement a "Secret Code" keypad in the central hub.
* **Admin-Level Management:** Create an accessible backend system (via Verse) that allows the owner to easily input, update, and rotate secret codes.
* **Code Rewards:** These codes must unlock exclusive, "Admin-Tier" Brainrots that are not obtainable through standard leveling. These must feature the most intense VFX for social media "leaks."
### 5. The "Collection Room" & Plot System
* **6-Player Neighborhood:** The lobby features 6 circular plots. Upon joining, players must walk to an empty plot and hit a [CLAIM NEIGHBORHOOD] button.
* **The Trophy Room:** Once claimed, the player’s personal room instantly populates with every Brainrot they have unlocked, including Admin-Tier assets.
* **The "Key to Collect" Mechanic:** After a jump, a physical item appears that the player must click a key to "Collect," sending it to their persistent Trophy Room.
* **Social Friction:** All 6 rooms must be visible to everyone in the lobby to drive "Envy-Based" engagement.
### 6. Enhancers & Persistence
* **Jump Enhancers:** Instead of buildings, players buy "Jump Boosters" and "Gravity Gear" that modify Verse physics variables to reach higher Altitude Tiers.
* **Double-Dip Cooldown:** A 3x Gold Boost (30 mins) with a 6-hour persistent cooldown.
* **Full Persistence:** Verse must save everything: Level (1-100), Unlocked Brainrots (Array), Secret/Admin Brainrots, Total Gold, Rebirth Count, Highest Jump, Cooldowns, and Last Logout Time.
### 7. Aesthetic & Monetization
* **Visual Fidelity:** High-contrast neon aesthetics, custom skyboxes for different altitude tiers, and polished VFX trails.
* **In-Island Shop:** Players can purchase "Aesthetic Trails" and "Godly Auras" for V-Bucks. Every aesthetic must provide a minor gameplay stat (e.g., +1% Gold) per 2026 rules.
### 8. Quality Assurance & Technical Standards
* **Zero-Bug Delivery:** This project must be delivered in a 100% stable, "ready-to-publish" state. There must be no logic errors, physics glitches, or UI bugs upon delivery. Extensive testing across console, PC, and mobile is required.
* **Verse-Centric Logic:** All math, plot-claiming, secret code verification, and persistence must be handled in Verse to ensure the map avoids "recalibration" payout delays.
* **Optimization:** Use Level Streaming and Instanced Meshes to ensure that even with 100+ assets per player, the map maintains a locked 60 FPS on all platforms.
This project is a high-fidelity simulator-tycoon designed for extreme virality, physics-based dopamine loops, and long-term player retention. The goal is to move away from traditional building and instead focus on a "Jump-to-Earn" mechanic where status is displayed through a persistent collection of 100 unique assets.
### 1. The Core "Jump-to-Earn" Engine
* **The Physics Loop:** Players jump from elevated ledges onto trampolines/bouncers to reach maximum vertical altitude.
* **The Z-Coordinate Calculation:** Gold rewards must be calculated precisely via Verse based on peak altitude.
* **Precision Formula:** `Gold_Reward = (Peak_Height * Base_Multiplier) + (Active_Brainrot_Bonus)`.
### 2. Idle Progression: Offline Earnings
* **The "Brainrot Passive" System:** Players continue to earn gold while they are offline.
* **The Calculation:** Earnings are based on their "All-Time Highest Jump" record and the number of Brainrots currently in their collection.
* **The Catch:** Upon re-logging, the player must go to their Collection Room to "Claim" their accumulated offline gold, reinforcing the daily login habit.
### 3. The 16-Day "Loyalty" Progression (100 Levels)
* **The 100-Level Grind:** The game features 100 unique levels. Each level corresponds to a unique "Brainrot" asset (3D mesh or high-end VFX).
* **The Math:** Calibrate progression so a "faithful" player (1 hour/day) reaches Level 100 and their first Rebirth in exactly 16 days. This requires non-linear cost scaling: `Cost = 1000 * (1.15^Level)`.
* **The Rebirth:** Level 100 unlocks the Rebirth option, resetting gold but granting permanent Jump Power multipliers and exclusive Rebirth-only auras.
### 4. Admin Code & Secret Brainrot System
* **Dynamic Code Entry:** Implement a "Secret Code" keypad in the central hub.
* **Admin-Level Management:** Create an accessible backend system (via Verse) that allows the owner to easily input, update, and rotate secret codes.
* **Code Rewards:** These codes must unlock exclusive, "Admin-Tier" Brainrots that are not obtainable through standard leveling. These must feature the most intense VFX for social media "leaks."
### 5. The "Collection Room" & Plot System
* **6-Player Neighborhood:** The lobby features 6 circular plots. Upon joining, players must walk to an empty plot and hit a [CLAIM NEIGHBORHOOD] button.
* **The Trophy Room:** Once claimed, the player’s personal room instantly populates with every Brainrot they have unlocked, including Admin-Tier assets.
* **The "Key to Collect" Mechanic:** After a jump, a physical item appears that the player must click a key to "Collect," sending it to their persistent Trophy Room.
* **Social Friction:** All 6 rooms must be visible to everyone in the lobby to drive "Envy-Based" engagement.
### 6. Enhancers & Persistence
* **Jump Enhancers:** Instead of buildings, players buy "Jump Boosters" and "Gravity Gear" that modify Verse physics variables to reach higher Altitude Tiers.
* **Double-Dip Cooldown:** A 3x Gold Boost (30 mins) with a 6-hour persistent cooldown.
* **Full Persistence:** Verse must save everything: Level (1-100), Unlocked Brainrots (Array), Secret/Admin Brainrots, Total Gold, Rebirth Count, Highest Jump, Cooldowns, and Last Logout Time.
### 7. Aesthetic & Monetization
* **Visual Fidelity:** High-contrast neon aesthetics, custom skyboxes for different altitude tiers, and polished VFX trails.
* **In-Island Shop:** Players can purchase "Aesthetic Trails" and "Godly Auras" for V-Bucks. Every aesthetic must provide a minor gameplay stat (e.g., +1% Gold) per 2026 rules.
### 8. Quality Assurance & Technical Standards
* **Zero-Bug Delivery:** This project must be delivered in a 100% stable, "ready-to-publish" state. There must be no logic errors, physics glitches, or UI bugs upon delivery. Extensive testing across console, PC, and mobile is required.
* **Verse-Centric Logic:** All math, plot-claiming, secret code verification, and persistence must be handled in Verse to ensure the map avoids "recalibration" payout delays.
* **Optimization:** Use Level Streaming and Instanced Meshes to ensure that even with 100+ assets per player, the map maintains a locked 60 FPS on all platforms.