πMaster Scroll Overview
Last updated
Last updated
Our vision for an ever-expanding on-chain permission-less gaming Lootverse built on StarkNet.
This is an alpha document and is in active development. Information contained within this document surrounding gameplay and statistics is subject to change.
Bibliotheca started as a weekend hackathon in early September with RedBeard and LordOfAFew. The goal was to graph the ever-expanding loot derivatives together to create a concise dashboard of all their assets. Shortly after the site went live, the Bibliotheca team joined together with the Realms team to consolidate and expand the plan.
Since inception, all development has been completed in the open in tandem with the community, with the majority being open-source from day 1, barring some private repositories on unstable contracts.
The initial vision of combining the various interactions of adventurers in the Lootverse quickly evolved into something far greater; the vision for an ever-expanding on-chain hyperverse of interactive and fun meta-games built on a L2 network.
After much experimentation (deploying an Alpha on Arbitrum) and deliberation, StarkNet was chosen as the ideal L2 solution for its superior call data compression and composability. Inclusion for the next 1M players on-chain needs to exist in a cheap and secure transaction network, only possible due to recent L2 innovations.
The team is deep building the protocol currently with a planned release date Q2 of 2022. This release will begin with an Alpha then a Beta before production is deployed.
This collection of documents outlines our master plan for this gaming protocol.
Loot & Loot Derivatives on Layer 1 = Ownership over game primitives
Loot & Loot Derivatives on Layer 2 = Computation of game actions using game data
In the Lootverse, the OG bags are the database of high-powered items. This high-value data layer is where lore originates and items are distilled. Due to the nature of the Ethereum mainnet, gas fees are never going to become cheap enough for serious computation to happen (games). So this presents the tricky problem of how to unleash the lore of the bags into a fun environment. We have conceptualized the items as bags instead of characters, enabling the creation of an inflation mechanism to allow the next huge cohort of players to experience the Loot lore, explored deeper in Inflation: Loot Fountains.
The future is decentralised backends with centralised frontends. The entirety of this plan revolves around the game state being entirely on-chain which is communicated to via a client. This initial client will be managed by Bibliotheca DAO, however, anyone can come and create their own client if they choose to.
One of the core tenets of Ethereums decentralisation is that it can be accessed by multiple clients. Obviously, we are not recreating a blockchain here, but the premise is similar. The protocol is the backend, and the original React client is just one of many potential clients.
The project is designed around a core set of composable DAO governed contracts, extendable in the future via modules. Modules are isolated contracts written by Bibliotheca or external developers that all interact with the core contracts. These core contracts form the basis for the economy and can be seen much like item tables (Diablo items etc) in a traditional game. Namely, the most interesting contracts are:
ERC1155 Resource Tokens
The core fungible high inflation, high burn tokens. 22 different tokens will exist in the origin epoch and will generate from a Settled (staked) Realm. New tokens will be released with the addition of new modules. All these will be available to trade on an AMM running on StarkNet.
ERC1155 Crafting Items
These are items that are crafted from burning the resource tokens. These are rare, valuable, and provide unique statistics which can be leveraged in other areas of the game.
ERC721 Loot Items
Inflationary contract of individual Loot items distilled with a special Layer 1 to Layer 2 contract. These inflate at a fixed rate and are available for trade and to equip onto their Character.
Balancing a game where external developers can submit core modules that affect the economy will be challenging. After the game is launched there will be a balancing committee of builders who will vote on how each new resource/item interoperates with the rest of the game.