Solana Staking Reward Game Development
Budget: $5,000 – $10,000 USD
I'm looking to build a browser-based, web3, Solana-based staking reward game with the following core functionalities:
- A comprehensive Staking Mechanism: Users should be able to manually stake their assets in a seamless, user-friendly interface.
- An intricate Reward Distribution System: Users will be rewarded with tokens, NFTs, and in-game assets. This system needs to be fair, transparent, and engaging to keep users coming back.
- A competitive Leaderboard: This will track and display the top players, creating a competitive yet fun environment.
Ideal skills for this project include:
- Extensive experience in blockchain and web3 game development, specifically with Solana.
- Proficiency in creating rewarding systems and leaderboards in games.
- Ability to develop a smooth, manual staking interface.
- Graphic design ability, particulary retro style pixel graphics.
The goal of this project is to create an engaging, rewarding, and competitive web3 game that will attract and retain users. The staking game will be linked to our $BLOODcoin project @ www.bloodcoin.wtf. Below is a more in-depth description of the overall concept. Ideas and suggestions welcomed.
Crimson Caverns Mechanics Development Document
Vein Venture: Crimson Caverns is a web3 browser-based retro style pixel graphics game where players navigate caverns as they progress through deeper and deeper caves. Very basic hack and slash with simple "monsters". The goal is to gather valuable loot, such as $BLOOD rewards and gear while managing limited resources like $PLASMA.
$PLASMA Emission & $BLOOD Reward APR Goal
- $PLASMA Emission
Players generate $PLASMA by staking $BLOOD tokens. The emission rate is set at 1/1000 of the $BLOOD staked every 24 hours.
Example: If a player stakes 100 million $BLOOD, they will receive 100,000 $PLASMA every day.
- $BLOOD Reward APR Goal
The target APR for $BLOOD rewards is approximately 15% for the 2-week staking lock. This means that over the course of a year, the base earnings from $BLOOD rewards should yield around 15% APR when accounting for the $PLASMA consumption and the in-game $BLOOD earnings from actions like searching for valuables.
Example: If a player stakes 100 million $BLOOD, they should earn around 15 million $BLOOD (15%) in rewards over the year.
The game is designed to allow higher APRs with better gear and deeper runs, but the base APR for early-game players is 15% without advanced gear or special modifiers.
This structure ensures that the $PLASMA emission system is tied directly to $BLOOD staked, while the gameplay rewards can dynamically adjust based on progression and gear, starting with the 15% APR goal as the foundation.
Segmented Progression & Reward Scaling:
Early Game (Floors 1-10):
Difficulty: Basic enemies, minimal challenge.
Gear: Entry-level gear that gives players just enough power to move forward.
APR: 15%, helping players get started quickly.
Early-Mid Game (Floors 11-20):
Difficulty: Enemies become tougher, introducing more challenge.
Gear: Slightly better gear that enables progress to deeper floors.
APR: 20%, with increased rewards as the challenge rises.
Mid-Game (Floors 21-30):
Difficulty: Enemies show noticeable increases in strength.
Gear: More substantial gear drops to help tackle harder enemies.
APR: 25%, rewarding sustained progression.
Late-Mid Game (Floors 31-50):
Difficulty: Tough enemies that require better gear.
Gear: Advanced gear drops that are essential for survival.
APR: Increasing towards 30%+.
Late Game (Floors 51-70):
Difficulty: Strong enemies.
Gear: High-tier items that make players powerful enough to reach the endgame.
APR: Continues scaling up, 40%-50% range.
Endgame (Floors 71+):
Difficulty: Hard monsters.
Gear: The best gear, needed to survive the highest floors.
APR: Up to 55% (without external modifiers), offering maximum rewards for players who can survive the toughest challenges.
Base Stats (Without Gear or Pre-Sale NFT)
Stamina: 40 - Influences how much weight a player can carry before $PLASMA penalties kick in.
Agility: 40 - Counter against potential environmental damage during transition to the next floor.
Perception: 30 - Counter against potential trap damage during transition to the next floor.
Intelligence: 20 - Counter against potential confusion and loss of way during transition to the next floor.
Luck: 0 - Affects the player's chance to find valuable loot.
$PLASMA Consumption
Base $PLASMA Cost: 50 $PLASMA per second. Modified by Stamina stat.
Backpack Tiers
Backpacks determine the quality of consumables that can be carried and the weight limit before $PLASMA cosumption penalties occur.
Backpack Tiers:
Common Satchel (Default):
Slots: 1
Max Quality: Common items
Max Weight: 10
Uncommon Backpack:
Slots: 1
Max Quality: Uncommon items
Max Weight: 20
Rare Backpack:
Slots: 2
Max Quality: Rare items
Max Weight: 30
Epic Backpack:
Slots: 3
Max Quality: Epic items
Max Weight: 40
Legendary Backpack:
Slots: 3
Max Quality: Legendary items
Max Weight: 50
Artifact Backpack:
Slots: 4
Max Quality: Artifact items
Max Weight: 80 (especially powerful with Pre-Sale NFT’s additional slots).
Consumables System
Flawed Healing Potions: Restores +20 HP. Weight: 8. Quality: Common.
Healing Potions: Restores +40 HP. Weight: 15. Quality: Uncommon.
Greater Healing Potions: Restores +60 HP. Weight: 20. Quality: Rare.
Magical Healing Potions: Restores +90 HP. Weight: 20. Quality: Rare.
Alchemist's Healing Potions: Restores +130 HP. Weight: 25. Quality: Epic.
Wizard's Healing Potions: Restores +150 HP. Weight: 25. Quality: Epic.
Potion of Miraculous Health: Restores +300 HP. Weight: 30. Quality: Legendary.
Potions can only be purchased from the vendor and are not found as loot. Backpacks limit the quality and amount of potions carried.
HP Management
Players start with 100 HP. HP is lost through environmental damage, traps, and monster encounters. Potions are the primary method of HP recovery and can be carried based on the player's backpack capacity.
- A comprehensive Staking Mechanism: Users should be able to manually stake their assets in a seamless, user-friendly interface.
- An intricate Reward Distribution System: Users will be rewarded with tokens, NFTs, and in-game assets. This system needs to be fair, transparent, and engaging to keep users coming back.
- A competitive Leaderboard: This will track and display the top players, creating a competitive yet fun environment.
Ideal skills for this project include:
- Extensive experience in blockchain and web3 game development, specifically with Solana.
- Proficiency in creating rewarding systems and leaderboards in games.
- Ability to develop a smooth, manual staking interface.
- Graphic design ability, particulary retro style pixel graphics.
The goal of this project is to create an engaging, rewarding, and competitive web3 game that will attract and retain users. The staking game will be linked to our $BLOODcoin project @ www.bloodcoin.wtf. Below is a more in-depth description of the overall concept. Ideas and suggestions welcomed.
Crimson Caverns Mechanics Development Document
Vein Venture: Crimson Caverns is a web3 browser-based retro style pixel graphics game where players navigate caverns as they progress through deeper and deeper caves. Very basic hack and slash with simple "monsters". The goal is to gather valuable loot, such as $BLOOD rewards and gear while managing limited resources like $PLASMA.
$PLASMA Emission & $BLOOD Reward APR Goal
- $PLASMA Emission
Players generate $PLASMA by staking $BLOOD tokens. The emission rate is set at 1/1000 of the $BLOOD staked every 24 hours.
Example: If a player stakes 100 million $BLOOD, they will receive 100,000 $PLASMA every day.
- $BLOOD Reward APR Goal
The target APR for $BLOOD rewards is approximately 15% for the 2-week staking lock. This means that over the course of a year, the base earnings from $BLOOD rewards should yield around 15% APR when accounting for the $PLASMA consumption and the in-game $BLOOD earnings from actions like searching for valuables.
Example: If a player stakes 100 million $BLOOD, they should earn around 15 million $BLOOD (15%) in rewards over the year.
The game is designed to allow higher APRs with better gear and deeper runs, but the base APR for early-game players is 15% without advanced gear or special modifiers.
This structure ensures that the $PLASMA emission system is tied directly to $BLOOD staked, while the gameplay rewards can dynamically adjust based on progression and gear, starting with the 15% APR goal as the foundation.
Segmented Progression & Reward Scaling:
Early Game (Floors 1-10):
Difficulty: Basic enemies, minimal challenge.
Gear: Entry-level gear that gives players just enough power to move forward.
APR: 15%, helping players get started quickly.
Early-Mid Game (Floors 11-20):
Difficulty: Enemies become tougher, introducing more challenge.
Gear: Slightly better gear that enables progress to deeper floors.
APR: 20%, with increased rewards as the challenge rises.
Mid-Game (Floors 21-30):
Difficulty: Enemies show noticeable increases in strength.
Gear: More substantial gear drops to help tackle harder enemies.
APR: 25%, rewarding sustained progression.
Late-Mid Game (Floors 31-50):
Difficulty: Tough enemies that require better gear.
Gear: Advanced gear drops that are essential for survival.
APR: Increasing towards 30%+.
Late Game (Floors 51-70):
Difficulty: Strong enemies.
Gear: High-tier items that make players powerful enough to reach the endgame.
APR: Continues scaling up, 40%-50% range.
Endgame (Floors 71+):
Difficulty: Hard monsters.
Gear: The best gear, needed to survive the highest floors.
APR: Up to 55% (without external modifiers), offering maximum rewards for players who can survive the toughest challenges.
Base Stats (Without Gear or Pre-Sale NFT)
Stamina: 40 - Influences how much weight a player can carry before $PLASMA penalties kick in.
Agility: 40 - Counter against potential environmental damage during transition to the next floor.
Perception: 30 - Counter against potential trap damage during transition to the next floor.
Intelligence: 20 - Counter against potential confusion and loss of way during transition to the next floor.
Luck: 0 - Affects the player's chance to find valuable loot.
$PLASMA Consumption
Base $PLASMA Cost: 50 $PLASMA per second. Modified by Stamina stat.
Backpack Tiers
Backpacks determine the quality of consumables that can be carried and the weight limit before $PLASMA cosumption penalties occur.
Backpack Tiers:
Common Satchel (Default):
Slots: 1
Max Quality: Common items
Max Weight: 10
Uncommon Backpack:
Slots: 1
Max Quality: Uncommon items
Max Weight: 20
Rare Backpack:
Slots: 2
Max Quality: Rare items
Max Weight: 30
Epic Backpack:
Slots: 3
Max Quality: Epic items
Max Weight: 40
Legendary Backpack:
Slots: 3
Max Quality: Legendary items
Max Weight: 50
Artifact Backpack:
Slots: 4
Max Quality: Artifact items
Max Weight: 80 (especially powerful with Pre-Sale NFT’s additional slots).
Consumables System
Flawed Healing Potions: Restores +20 HP. Weight: 8. Quality: Common.
Healing Potions: Restores +40 HP. Weight: 15. Quality: Uncommon.
Greater Healing Potions: Restores +60 HP. Weight: 20. Quality: Rare.
Magical Healing Potions: Restores +90 HP. Weight: 20. Quality: Rare.
Alchemist's Healing Potions: Restores +130 HP. Weight: 25. Quality: Epic.
Wizard's Healing Potions: Restores +150 HP. Weight: 25. Quality: Epic.
Potion of Miraculous Health: Restores +300 HP. Weight: 30. Quality: Legendary.
Potions can only be purchased from the vendor and are not found as loot. Backpacks limit the quality and amount of potions carried.
HP Management
Players start with 100 HP. HP is lost through environmental damage, traps, and monster encounters. Potions are the primary method of HP recovery and can be carried based on the player's backpack capacity.
Related categories:
Graphic Design
Game Development
Non-fungible Tokens (NFT)
Smart Contracts
Solana