How it started
The beginning of the story from the idea to the Alpha version and more.
Hello everyone! My name is Nikita Marcius, I am a CEO/CTO of #PolygonumOnline. I will tell how it started, what has been achieved, and what difficulties we have encountered.
The idea of Polygonum was born in the mind of a gamer. It’s cool when you enjoy the game and twice as nice when the money you earn can be spent in the real world and not ONLY on paying for a subscription or buying virtual items.
I am a fullstack Nodejs developer. I developed projects for many years as a freelancer. Due to the large number of orders, I had to launch a Marcius Studio .
My best result of the trading algorithm is 94% of successful trades on backtesting in 2 years and 78% in production — BTC/USDT, LTC/USDT trading pairs.
As a developer, I was not worried about the money. There are trading algorithms and bots for abusing WL of projects.
No doubt, it is much easier to control bots and sunbathe in a warm country with a MacBook than to work with a community, worry about investors, increase a team and work 17 hours a day in Polygonum Online.
Polygonum Online is not about money, for me it’s another project, a project of my own that I’d been dreaming about for a long time.
From Web to Game development
Yes, I am not a Game Developer . In addition to Web development, I have project and team management skills.
So I created a separate team to develop the game, then #Polygonum started.
My task is to control the process, I do not write the code myself because I am CEO + CTO of Polygonum.
Minimum Viable Product (MVP)
Minimum Viable Product (MVP) is more than a prototype but lower than Alpha version.
We managed to completely rewrite the first MVP from scratch, we have two versions of the game levels, a new multiplayer and character controller, new UX/UI etc.
Game level development
The first version of the island was made in 2 months. The level was redone from scratch within 3 months.
Users can only see the picture — they don’t see how much work is done under the hood. Coding is what our developers do.
- Character Controller — Character movement, parkour, shooting (PVP), weapons, inventory, equipment, transport, pickup items, weapon characteristics, weapons position, animation, health, armor etc.
- Multiplayer — Any development task increases by 30% in time because of a multiplayer game
- Weather Change — Day, night, fog, snow looks cool? This all should be synchronized over the network, even turning on the lights at night.
- Game Menu (Lobby,Profile,Settings) — The code was written 100% from scratch. In the beginning we took a ready-made menu for the game, but in the process we had to abandon it because of a poorly written code
- User authorization and data sync —There was no ready-made solution for Wallet Connect, we wrote it ourselves. Sync of user data uses custom Nodejs server
- UX/UI design — Authorization, lobby, settings, profile, game UI etc. were created specially for Polygonum
- Servers — Server1: sync character, Server2: game sync
- Animations and animal behavior, zombies
- Universal Render Pipeline
A HUGE amount of work was done on the code in a short period of time. All the progress above was made in 10 months.
Low-poly is a new style in graphics when 3D models are low-polygonal. This increases performance and scaling of the project.
I want to tell about the game style and answer a typical question: “Is Polygonum style similar to the game I’ve seen before? Is it the same?” — no, of course. We chose low-poly style for better performance and boost development process.
So, for accelerating the development and cost savings, the best solution was to buy ready assets and to use them in the game. We did it and received license on it. In 2022 we will completely recreate assets, but now let’s talk about something else.
Low-poly assets are 3D models with style. We did buy models but it doesn’t mean creating a game.
For example, a character is a model, it needs a skeleton for animation, motion animation, a controller to control like WASD, weapon integration, inventory system, multiplayer etc.
So, if we tell: “We buy assets with low-poly style!” — this means we have only 2% of work done, 98% are developers tasks with coding.
Game release: Alpha Version
I was planning Alpha at the end of Q1/22, but launched Q4/21. We got a lot of feedback and are actively fixing the project to make it cool.
We launched Alpha earlier then Q1/22 because of the low price of the token. IDO participants are not a community of the project, because their use case: “buy cheaper — sell dearer”.
Players and Guilds are economic units that use $POG and $SP tokens as fuel within the game.
$POG + $SP are like BNB in BEP20 network. Use case is not to sell them but to own them to make money. The question of growth is a question of timing.
Let’s talk about numbers.
- From 0–10 months without experience in Game Development my team created Alpha version of 3D shooter game with open world.
- We are 3 months ahead of development roadmap.
In 10 months we made Alpha, in 12–13 months will have a full game with core mechanics. This is 90% faster than the results of most crypto projects.
To believe in Polygonum or not is up to you.