added readme, further developed the concept

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b3yond 2017-08-03 13:30:25 +02:00
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# Solidarity Economy - as a game
# The Concept
This is an open source MMORPG.
The players live in a cyberpunk dystopia, but slowly discover and build alternatives to wageslave life.
## Interface
# Gameplay
The Interface would be a browser:
* one window displays the view of the player (ego-perspective, mini-games, information HUD)
* one window displays a mastodon instance which displays the ingame fediverse, but also connects to IRL fediverses,
* one window displays the fuckbook, ingame public social network + messenger.
* other windows are used for links created in the game itself, maybe being displayed on wordpress instances.
You are not limited to one of these areas of gameplay.
## Gameplay
Players are not limited to one of these areas of gameplay.
Hacking
* Science tree - developing FLOSS software for production, malware, defense, social/blogs, encryption, automation, cryptocoins, freifunk firmware
@ -16,7 +25,7 @@ Producing
* Build, purchase or give away machines for automation, so you can quit doing that bullshit and start with other stuff
* How can you build networks which can sustain others?
* Surplus has negative consequences?
* How do you get a market?
* How do you get a market? Shopping infrastructure
Politics
* Demonstrations build Pressure you can use as political currency
@ -25,9 +34,10 @@ Politics
* Withstand privatisations
Mobility
* Schwarzfahren
* Fare dodging
* Finally establishing own Infrastructures
* Policy helps a lot
* Automation introduces self-driving trains & cars at some point
Housing
* Rent a standardized container
@ -71,7 +81,7 @@ Some are enemies, and if players spawn in them, they can choose to play villain
* You begin playing one day in corporate life
* One day later you hear of collectives, somebody signs you up for the fediverse
* You can start to partake in such a collective (will u lose your job one day?)
* You probably need to become criminal to get money to start first collectives - squatting, shoplifting, fare-dodging, bank robbery
* You probably need to become criminal to get money to start first collectives - squatting, shoplifting, fare-dodging, bank robbery, hacking
# One day in the game
@ -85,7 +95,17 @@ One day lasts half an hour or so ingame.
* 0200 begin of curfew
* 0600 end of curfew
Every charakter should sleep around 4 hours a day, else they suffer. Players can read/chat in that time.
Every charakter should sleep around 4 hours a day, else they suffer.
Players can read/chat in that time. There should be alarms to wake them up again.
Modules of starting character days, randomly chosen:
* riding public transport
* working
* going to the store
* surfing fuckbook
* sleeping
If you aren't actively playing, your character just does his routine and sustains himself.
# Sectors of Wageslave production
@ -100,6 +120,8 @@ Each product has a different minigame. Wageslaves get employed permanently 8h, P
* Writing: arrange nonsense texts so the right conjunctions meet up.
* Busdriver: Drive from station to station, control tickets
* Truckdriver: Drive from station to station, load and unload cargo
* Delivery: bringing packages to houses
* Vendor: putting goods in the shelves, selling the goods (ppl will be glad when this gets automated)
* Control Ads: rate Ads if they are nice, sort out malicious ones.
* Censorship: review posts on fuckbook, posts are double-checked
* Security: Control the documents of people coming in (papers please?), beat them up if they aren't allowed to be here
@ -118,13 +140,14 @@ Each product has a different minigame. Wageslaves get employed permanently 8h, P
* Writing: arrange nonsense texts so the right conjunctions meet up.
* Busdriver: Drive from station to station, control tickets
* Truckdriver: Drive from station to station, load and unload cargo
* Delivery: bringing packages to houses
* Build: constructing buildings for private space or public usage
* Bank robber: attack banks to steal money for projects to use
* Distribute Flyers: stand in the city and give flyers to people
# Crime
Police control if crime happens and pursue the perpetrators.
Police control whether crime happens and pursue the perpetrators.
People can also point out crime and get a small reward.
* Shoplift
@ -140,7 +163,8 @@ People can also point out crime and get a small reward.
* peacefully protest
* violently protest
* Drug consumption
* and whatever else is outlawed or legalized.
Policy can outlaw more actions, but can also legalize some.
# Attributes
@ -148,7 +172,7 @@ Do we need attributes or is gameplay solvable by skill and experience only? Whic
Maybe attributes promote specialization and inhibit trying out different work experiences.
Maybe attributes for fighting aren't a bad idea? You need to figure that out anyway, and it would give police a comprehensible advantage.
Weapons would soon alter this too much, though.
Weapons would soon become the deciding factor anyway, though.
# Other Activities of Commoners
@ -161,7 +185,25 @@ Organize Parties or Demonstrations
You can usually use existing infrastructure, until you build up own infrastructure - but it's expensive and helps the enemy.
* Transport: busses and self-driving trains
* Transport: busses and trains, later self-driving
* Internet: rented flats have internet, you can build Freifunk
* Logistics: pushcarts, trucks and self-driving trains
* Shops: stores,
* Logistics: pushcarts, trucks and trains, later self-driving
* Shops: stores, black markets, parties
* Delivery: delivery guys, drones
# Policy Modules
# Corporate Research Modules
# Commons Research Modules

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# Solidarity - the game (working title)
This is an open source browser MMORPG.
The players live in a cyberpunk dystopia, but slowly discover and build alternatives to wageslave life.
You can help developing, just write an e-mail to b3yond@riseup.net.