Text Based MMO/RPG - IPFS
hive-13323Β·@paulmoon410Β·
0.000 HBDText Based MMO/RPG - IPFS
<center> </center> # π Building a Decentralized MMO with IPFS and WebRTC *How PeakeCoinβs Peake RPG uses IPFS to revolutionize browser-based gaming* --- ## βοΈ 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. --- ## π§ Features of `PeakeIPFSClient` ### β 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(); ``` --- ### π‘ 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'); ``` --- ### ποΈ 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()); ``` --- ### π 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); ``` --- ### π§ Conflict Resolution Multiple devices? No problem. If save states conflict, a `conflictResolutionStrategy` like `'timestamp'` or `'manual'` determines which to keep. ```js this.conflictResolutionStrategy = 'timestamp'; ``` --- ### π 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(); ``` --- ## π 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. --- ## πΈ Snapshots & Reputation Players can publish public character snapshots, like a profile: ```js await window.ipfsClient.createPublicSnapshot(); ``` Others can view with: ```bash snapshot-view Alice ``` --- ## π 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. --- ## π¬ 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: π https://geocities.ws/peakecoin/ --- *Built with πΎ JavaScript, IPFS, and Maryland pride.*