by 0xee9a8b81b85e23c101776a8580d73002dc4d8915
Should the following Tier 6: up to $240,000 USD, 6 months vesting (1 month cliff) grant in the Gaming category be approved?
Abstract
Ethermon is a play-to-earn game ecosystem, revolving around dynamic “Mon” NFTs. It launched as the first NFT battle game on Ethereum in 2017.
When the original team decided to end development, the most passionate players stepped up and took over the project in 2019. This has been a community-driven project ever since.
We have been building in Decentraland for close to 2 years now, aiming to deliver Decentraland’s first in-depth, MMORPG inspired game. We have made a TON of progress.
This would be our second grant. The first grant, which allowed us to expand the team and deliver the features for our Alpha 2.0 version, can be found here:
Grant size
240,000 USD
Beneficiary address
0xEe9A8b81B85e23c101776a8580D73002Dc4d8915
Email address
Description
Our team has dedicated close to 2 years now building the Ethermon District into the best RPG experience possible — focusing on gameplay before monetization. Since the beginning of our previous grant, we have not sold ANY in-game content within Decentraland.
The funding requested would allow us to continue to scale to achieve the ambitious goals detailed in the Beta 1.0 section of our roadmap below. Now that we have completed our first closed “gameplay loops” and base mechanics, we are ready to deliver on-chain paid content, P2P monetization and link it all to our tokenomics. These features would create sustainability for the project.
Jump into our District Plaza at [76,51]. Claim free Mons to get started. Check out the Player House at [79, 46]. Explore the custom UI’s for inventories, storage, changing Mons on a team, changing battle moves on a Mon, burning loot for essence & crafting. Visit the Forest Biome at [86, 51] and defeat enemies, level up, gather loot & resources, earn in the weekly Leaderboard Event & summon bosses.
Here is a screen capture of me with one of the Mythic Mons: https://imgur.com/n8vR0Jb
Specification
We launched the pre-alpha version of the Ethermon District in April 2021. We launched the Alpha 1.0 version between April 2021 and March 2022. We launched the Alpha 2.0 version between March 2022 and now (very much thanks to our previous grant).
Below are some of the key milestones achieved in Alpha 2.0 (post-grant):
Alpha 2.0
The Alpha 2.0 version of Ethermon in DCL expanded on Alpha 1.0’s base by adding optimization, social aspects, earning potential & progression.
In addition to the highlights below, we also pushed many balancing adjustments, bug fixes & code improvements.
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Major District Optimizations - we completely reworked our code, assets & load strategies to make the experience smoother for our players.
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WebSocketServer - We added WSS not only so that our many scenes can work together seamlessly (having your Mon follow you across scene boundaries, keep real time stats when switching scenes, etc.), but also so that you can see other player’s Mons! WSS is something we will continually update as we add more and more social experiences, and the game naturally transitions from single player → multiplayer.
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Weekly P2E Leaderboard Events - each week we have been hosting a weekly leaderboard event where our users defeat enemies in turn based/skill-based battles and earn points based on enemies defeated.
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Added 117 New Mons - Our goal is to add every single Ethermon into DCL - fully modeled/animated, with custom move sets, probabilities, skill points, etc. We are constantly adding more and more (there are 300+), but since the time of our last proposal we have added 117 new ones!
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Complete UI Upgrade - We have upgraded all of our UI. Load times are smoother and the HUDs are much more optimized. Some examples of upgrades include HUDs for: changing your Mon team, switching Mons within a team, backpack for loot, storage for excess loot, switching battle moves on a Mon, seeing real time point stats (individual), seeing real time point stats (leaderboard), burning loot for essence & also crafting.
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Crafting – This was Part 1 of our biggest update yet. All of the loot you collect from battling can be used to craft “Equipment”. Each equipment has its own crafting recipes and unique benefits. With 8 different “types” of equipment, you can attach them to your Mons to receive stats boosts and custom buffs. In addition, you can craft items, that when combined, allow you spawn 1 of 6 different bosses. See below.
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Bosses – This was Part 2 of our biggest update yet. In Biome 1 (first battle area in the district) there are 6 different bosses that can be spawned, each with custom stats, elements, move sets, loot and models/textures. Bosses drop extremely rare equipment and are difficult to defeat. They have been built in a way that allows us to quickly and easily deliver bosses for each of the subsequent Biomes, which will create a natural progression for the players.
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Biome 2 – All of the models, textures, enemies and loot have already been completed. We are ready to push, but were waiting to release updates 6 & 7 above, which we just pushed at the end of August.
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Consumable Items – Similarly, consumable items have been developed and are ready for release in the crafting menus and our soon to be “item shops”.
Personnel
Core Team
Our core team includes game design, metaverse, and blockchain industry experts.
• Eric (EB), Co-Founder and 3D Lead
• Idon, Co-Founder and Blockchain Tech Lead
• Jamie, COO
• Nycolas, Lead Game Designer & Front-End Developer
• Inihility, Senior Full Stack Developer
• Juxton, Front-End Developer
• Mohib (Mariana44), Back-End Developer/Smart Contract Developer
• Khushal, Full-Stack Developer
• Hetal, Junior Front-End Developer
• Polygonal Minds (Lau and Hugo), 3D Artists
• Arpesh, 3D Artist
• Javid, 2D Artist
Roadmap and milestones
Q4 2022 / Q1 2023 — Beta 1.0
We are ready to move towards the Beta version of development, which will truly make the game play-to-earn, social & expansive, as well as create monetizable gameplay for serious players, casual players, F2P players, guilds & collectors/whales alike.
Our first versions of the game created a base layer and a closed gameplay loop. Along with further optimizations, balance changes, more Mons & expandable progression, our goal is now to add content that will make the game sustainable, as well as create an economy for all types of players.
Milestone Goals:
Guilds - create a guild, recruit members, upgrade a sharable guild “house”, compete against other guilds
Quests - both for individuals and for groups. Complete guild “quests” to unlock content & speed up progression
Multiplayer PvE and PvP - fight enemies & bosses together as a guild. Compete in guild tournaments
P2P Monetization - buy/sell/trade items and resources in world (think OSRS Grand Exchange on an individual & guild level)
Player Skills - outside of battling and leveling up Mons, progress individual gathering & crafting skills
Additional Biomes - we will add additional “Biomes” to create natural progression, more depth, and higher level content
Our game has been largely single-player focused, with all earning potential being on the individual level. To truly create an in-game economy, we need to deliver a multiplayer experience with shared incentives and earning