The biggest dots ever.

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·@brayias·
0.000 HBD
The biggest dots ever.
# <center>  The big game. </center>



<center> ![breaker.png](https://files.peakd.com/file/peakd-hive/brayias/23wgN7rcuiQrPvNu2RMQ2xK3914a4655PD6jvacmo4NrymWpgAtqyShAJSRVaNKQbbNeH.png) </center>

Just about every game there ever was in one. If it is digital. It can be played in this game. Simple as that.

> Let's make the game they say is the simulation we might be living in.

How you make that happen is the bloddy hard part. Like always it will need some finance. I don't have it so here is the theory for the theory of every game.

This will need to be a 3D game. (already making it sound impossible for Hive eh?). Or is this something all yur game enthusiasts, (included there, those who will support game development.) could get behind?

To start with, all we need is a display. The 3D world does not need a graphic illustration at the beginning. Only representation of a 3D world.

For a 2D world all that is needed is the X Y for a location. For 3D we need 3 location identifyers. X Y Z is commonly used. There is a 3D world in text format. To turn the location into something else wuold mean to have item lists.



Each location can have a RNG to generate the content of a location. Working within given parameters.

Number of planets. Composition of planets. Habitation of planets. Minerals on planets. Not all locations would be habitibal for life. Useful for resources.

The size of the universe and possible multiverse 3D games can vary to suit many conditions.

Scripts wil be deveolped to enable in game crafting of weapons. The specialisation of skill development to various crafts or tasks.

Replenishing resources on the home planet. (needed for growth). Out side of the planet resources in the home system would be abundant. But a randomisation in other locations. 

Starting locations would be random and not sequential. Players wanting to battle would have to search out other players across the whole grid.


Agreements pacts or other forms of agreement can be made in game. A term limit to these agreements will have a time limit. An attack cannot be made on a player while under agreement.

From here the game gets very indepth.
The depth of the game and details involved are done over time with upgrades,
All of the above should be made as part of the game core. Extending from this. Players are provided with basics of anything needed. A kinfe a ship any other thing needed for the game. The resources to begin to mine their own resources.


<center> ![breaker.png](https://files.peakd.com/file/peakd-hive/brayias/23wgN7rcuiQrPvNu2RMQ2xK3914a4655PD6jvacmo4NrymWpgAtqyShAJSRVaNKQbbNeH.png) </center>

## The Grid.
The size of a grid can vary to conditions required. The shape, spacing, or other factors that might enforce the need for alternative strategies, to those used before.

Multiple grids can be set to run at the same time and in real time interact with each other. (Can be discussed). These grids can represent different difficulties to overcome. So no two would play the same. On merging with other Grids, This would be done on an equal basis. The first battles would only happen after a player had the ability to leave their solar system. The same would be needed by the player they would be attacking.


One grid can encorporate all other grids. Players starting years later than those at the very start. Could build strong enough to battle with those early birds. This function I think is the best function to strengthen all. All the games together, because things work better, when we work together.

The grid size can be increased as needed.
Additional players needing space to start merely means an update to an extended number along one or more axis.

This enable alternative grids or parts of a greater grid to form independentlt on their own terms for a game goal. These would be short servers so to speak. The location allocated to them would only need a representation on the main grid.

Once a server games goal is finsihed. The option to bild stong against an oon coming universe hungry for resources. And your resources are on their route. Abandon ship. Build Join forces against or with. Do they even want you or just your resources.

100 dots left right and back. Each set of coordinates can have a prefix symbol. We now have a 4 dimensional grid. Ideas for a fifth should be thought about and an incorporatioon to location identity should be put in place at the start of the game. As you can see. this could rise to many dimensions.

All of the above only incorporates one part of the grid.
A simulation in a 3D or greater model for the game, O Game.

A development team only develops the core. Players will do the rest and gain rewards if their work is good.

<center> ![breaker.png](https://files.peakd.com/file/peakd-hive/brayias/23wgN7rcuiQrPvNu2RMQ2xK3914a4655PD6jvacmo4NrymWpgAtqyShAJSRVaNKQbbNeH.png) </center>

## The how to.
@starkerz You might like this part.
Still on games here. You might have to wait a paragraph or two before I let my ego try to impress you ha.

The game would start simple a small veteran society to build upon. The rewards would probably be representative of non existant. Also a need for all plyayers to return any reward back to the game by process of requirement to proceed. Rewards for asitance for the initial game development can be deployed later. Examination of rewards and levels will need to be viewed and adjusted.

An Initial grid might only incorporate 15 lacoations along an axis. 15 x 15 x 15 3375 locations. That is a big universe to test within.

Assume O Game is working from our new improved grid. We call it H Game. All we would have is data points. If developed. A 3D map we can rotate turn and twist as players to see around it and maybe title some dots.
We provide our version H Game. And develop some art work to represent the different locations. Planet space clouds in emptiness. Art work to some the reward of been added to the credits might be enough. Promises for when we are successful can be made.

I am sure their are a few photographers out there who would like to see their photos used in a project. Descreet signiture allowed. Maintaining some asthethics would be nice.

Aria text limit ended here/

@meno As requested.
This is the surface of a thought. I gave it to AI. Below the chapter break is AI Aria.


During the above time of development. Other supporters of the idea would build up some resources on the chain. To help support the grid when it goes somewhat live and playable.

Momentarily Starkers.

Expansion could make use of other games already on the chain.

Expand our H Game to incorporate a Farm game.

Players of H Game can recruit players to play a Farm game on one of their planets. The same can be done for miners and other resource collections.

Those playing H Game would be the fighters and winning in battles would bring loot home. A good H Game player in battles would reward his farmers. The recruitment of farmers to a fighting clan could add fighting strength to the overall power.

Players could make use of the VSC project and use the sending of the 0.00005 BTC to the new wallet scheme.

This later part and all other incorporations would need to be added. Although I do not see the use of a brewing game on the Grid. If people wanted it could be added to. They could try trade their beer goods in the game grid to players of other games not playing the same game.





<center> ![breaker.png](https://files.peakd.com/file/peakd-hive/brayias/23wgN7rcuiQrPvNu2RMQ2xK3914a4655PD6jvacmo4NrymWpgAtqyShAJSRVaNKQbbNeH.png) </center>


O Game: A Universal Simulation
Concept: O Game is a massively multiplayer online game (MMO) simulating a universe where virtually any digital game can be played. The core is a procedurally generated, multi-dimensional grid, allowing for infinite expansion and unique player experiences.

Vision: To create a living, breathing universe where players can explore, build, compete, and collaborate, contributing to the game's evolution. This is not just a game; it's a dynamic, player-driven simulation.

Core Mechanics:

Multi-Dimensional Grid: The game world is a 3D grid (X, Y, Z) initially, expandable to higher dimensions. This grid allows for vast scale and diverse gameplay.
Procedural Generation: Planets, resources, and events are generated using algorithms, creating a unique and unpredictable universe.
Resource Management: Players gather resources to craft items, build structures, and fuel their activities.
Crafting and Skill Trees: Players craft items and develop specialized skills through practice and experience.
Combat: Both Player vs. Player (PvP) and Player vs. Environment (PvE) combat are supported, with options for space combat, ground combat, etc.
Diplomacy and Alliances: Players can form alliances, trade, and negotiate treaties with each other.
Community Contribution: Players contribute content, including assets, game modes, and even new game mechanics, earning rewards and recognition.
Grid Merging and Expansion: Multiple grids can exist and merge, allowing for seamless expansion and a constantly growing universe.
Development Strategy:

Phased Approach: Development will proceed in phases, starting with a Minimum Viable Product (MVP) focusing on core mechanics.
Iterative Design: Continuous feedback from players will shape the game's development.
Community Involvement: Players will be active participants in shaping the game's content and direction.
Open-Source Elements: Consider open-sourcing parts of the game engine and content creation tools.
Technical Considerations:

3D Engine: A robust engine capable of handling large-scale procedural generation is required.
Data Structure: Efficient data structures are crucial for managing the massive amount of data in the game world.
Scalability: The architecture must be designed for scalability to accommodate a large number of players and an ever-expanding universe.
Monetization (Potential):

Early Access: Generate revenue through early access sales.
Cosmetic Items: Offer cosmetic items for purchase.
Community Funding: Explore crowdfunding and community-based funding models.
Art and Visuals:

Functional MVP: Initial visuals will be functional, prioritizing gameplay over high-fidelity graphics.
Community Contributions: Encourage players to contribute art assets.
Photo Integration: Explore incorporating real-world photography for some elements.
Next Steps:

Develop a detailed design document outlining specific mechanics and algorithms.
Build a playable prototype to test core mechanics.
Establish a community forum and begin gathering feedback.
Explore funding options.
Begin development of core game engine and tools.




<center> ![breaker.png](https://files.peakd.com/file/peakd-hive/brayias/23wgN7rcuiQrPvNu2RMQ2xK3914a4655PD6jvacmo4NrymWpgAtqyShAJSRVaNKQbbNeH.png) </center>



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