Text Based MMO/RPG - IPFS

View this thread on: d.buzz | hive.blog | peakd.com | ecency.com
Β·@paulmoon410Β·
0.000 HBD
Text Based MMO/RPG - IPFS
<center>![](https://images.ecency.com/DQmSoxL4YEbjwvkktFwYpfzHyPfbVbj7AwZwXp97Ks16Xd4/image.png)

</center>

# 🌐 Building a Decentralized MMO with IPFS and WebRTC  
*How PeakeCoin’s Peake RPG uses IPFS to revolutionize browser-based gaming*

---

## βš™οΈ Intro

The **PeakeIPFSClient** class powers a decentralized real-time multiplayer RPG built entirely in the browser. Using [js-IPFS](https://github.com/ipfs/js-ipfs) and WebRTC, it allows players to explore a persistent, trustless world β€” no central servers required.

---

## 🧠 Features of `PeakeIPFSClient`

### βœ… Decentralized Identity and Player Verification
Each player generates:
- **ECDSA keys** for cryptographic identity  
- **RSA keys** for encrypted whispers  
- **Signed character data** to verify their identity  
This means no one can impersonate your character β€” even across restarts.

```js
await this.initializeCryptoKeys();
await this.initializeIdentityVerification();
```

---

### πŸ“‘ Real-Time Communication via PubSub

The client subscribes to:
- `peake-rpg-global` for global events  
- `peake-rpg-room-5,5`, `peake-rpg-room-6,5`, etc., for local player movement and chat

```js
await this.ipfs.pubsub.subscribe('peake-rpg-global', ...)
await this.subscribeToRoom('5,5');
```

---

### πŸ—ƒοΈ Persistent Saves with IPFS

Game state is:
- Saved with a **CID** (Content Identifier)
- Optionally **pinned** to services like Pinata or Web3.storage
- Stored in `localStorage` for resume

```js
const { cid } = await this.ipfs.add(JSON.stringify(gameData, null, 2));
localStorage.setItem('peake-rpg-ipfs-hash', cid.toString());
```

---

### πŸ” Whisper Chat and Encrypted Messages

Messages are encrypted with player public keys. Unverified players get warnings and limited trust-based interaction.

```js
await this.sendWhisper(targetPlayer, message, location, true);
```

---

### 🧠 Conflict Resolution

Multiple devices? No problem.

If save states conflict, a `conflictResolutionStrategy` like `'timestamp'` or `'manual'` determines which to keep.

```js
this.conflictResolutionStrategy = 'timestamp';
```

---

### 🌍 World State Sync

The `startPeriodicSync()` method:
- Saves game state every 30 seconds  
- Triggers random events  
- Cleans up disconnected peers  
- Broadcasts player stats  

```js
this.saveGameState();
this.triggerWorldEvent();
```

---

## πŸ”‘ IPFS Commands (In-Game Console)

| Command | Description |
|--------|-------------|
| `connect Name` | Connects to the IPFS swarm |
| `whisper John Hello` | Sends private message |
| `trade Alice sword` | Sends a trade request |
| `save` | Saves state to IPFS |
| `load Qm123...` | Loads a saved game |
| `snapshot-create` | Shares public character profile |
| `verify-player John` | Requests identity challenge |
| `trust-level low` | Blocks unverified interaction |

These commands interact with the `window.ipfsClient` instance from anywhere in the game.

---

## πŸ“Έ Snapshots & Reputation

Players can publish public character snapshots, like a profile:
```js
await window.ipfsClient.createPublicSnapshot();
```

Others can view with:
```bash
snapshot-view Alice
```

---

## πŸ”— Trust, Not Servers

This approach offloads:
- Storage to **IPFS**
- Authentication to **crypto signatures**
- Sync to **PubSub topics**

Every player becomes a node in the network.

---

## πŸ’¬ Try It Live

This is part of the **PeakeCoin** project β€” a Hive blockchain-based ecosystem.

Check out our open-source RPG and explore decentralized gaming:
πŸ‘‰ https://geocities.ws/peakecoin/

---

*Built with πŸ’Ύ JavaScript, IPFS, and Maryland pride.*
πŸ‘ , , , , , , , , , , , , , , , , , , , ,