Open source, decentralized, hand painted, resource management game loosely based in the age of sail.
I’m current developing on the second iteration, the first can always be played at: QmXHwqkoSXFCiBR54uttzjaqQFqbABRhYiL3hZXSvL6RbU
July 2018 Development Update Screencast:
The first stage in the game is fishing. You purchase a Dogger from the Harbor and sail around the world in search of lunkers. When you cast out your fishing line there is a commit / reveal mechanic for pseudo-randomness. You pick a hash for your ‘bait’ and then you submit the ‘bait hash’ reveal to be hashed with the previous block. Fish that are farther away from your boat are also harder to catch. Once you catch a fish you can sell it to the Fishmonger for Copper.
Dogger | Catfish | Snark | Dangler | Pinner | Redbass |
---|---|---|---|---|---|
The owner of the Harbor uses a craftsman Citizen and Timber to build Doggers. These ships are then sold to new players as they enter the game to go fishing or sailing.
The Fishmonger buys Fish for Copper and turns them into Fillets to feed your growing population of Citizens.
The Market is used to trade ERC-20 tokens within the game.
Players can purchase and sell Land. There are two categories of tiles; resource tiles and building tiles. You can build a Village and then a Castle on building tiles:
You can harvest resources manually from resource tiles, but you can also build things like a Timbercamp using a Lumberjack Citizen on a forest tile to generate Timber automatically based on blockhashes:
Resources are generated at a Timbercamp when a certain range of blockhash is mined.
The owner can efficiently collect large groups of resources to save on gas.
This idea will be greatly extended. Expect many different tile types and new resources to harvest soon!
Stone | Timber | Greens | Fillet | Copper |
---|---|---|---|---|
As you purchase land and build your first settlement, Citizens can be produced from food resources. The important mechanic here will be collecting unique types of food from around the world. Citizens will have improved attributes based on the different types of food you create them from. Citizens are the only asset exchanged directly for Ethereum instead of Copper in the game. Each citizen will also have a unique look based on their genetics. I would really love for someone from the community to take over the citizen design file and run with it. I’m not very good and drawing people :( They all end up looking like slack-jawed men. (Like myself)
Galleass should also work on your mobile wallets like Trust or Toshi:
In Galleass, each transaction is represented by a wooden plank in the bottom left of the screen with a progress indicator and a hash. It also switches over to the transaction cost in Ethereum after the status is cleared:
Ships like the Dogger are ERC-721 (#nifties). They have metadata like speed, strength, luck, etc. These attributes are based on the skills of the Craftsman Citizen that constructed the ship.
The next stage of development will be geared towards players purchasing a seaworthy vessel from the harbor with Copper and sailing to another island. This will help the game scale to new heights and handle many more players at once.
The land contract has the functionality to procedurally generate more land as needed, but this will only be in build mode. When the contract fleet is switched to Production mode (fully decentralized), land and may other mechanics are set in stone.
Protecting your assets will be important. Ships of war will be built for both defensive and offensive purposes.
As your wealth grows in the game, so will your population. With a larger Citizen pool to draw from, you will be able to train specialized Citizens. For instance, a University tile (backed by a smart contract) could accept Copper plus a Citizen and output an Engineer Citizen. These specialized Citizens will have more abilities and can build/harvest better products.
My current short list for Galleass:
When I originally painted the graphics for Galleass, I took DSLR photos of my paintings and Photoshopped them into game graphics. Lately, I’ve been drawing most of my graphics directly in Photoshop, but I have a bunch of the old paintings still laying around… maybe some of these will eventually make their way into the game…