On Sun, 2010-06-27 at 17:15 +0700, Anton Chukhlomin wrote:
> Yeah, but I think that mini-game should be just a sort of some
> fun-adding feature. Not the central thing.

Agreed - it makes it more nice/fun to play, but the minigame in itself
is not central in the gameplay - at least not for now.

> Now you have some hack points daily. As far as I understand they are
> restored daily.
> Problem I see are:
> - as player you cannot affect on amount of hack points you get. I
> think that number of points you get daily should depend on your
> level/experience.

They do depend on your level/experience - the more websites you hack and
own, the more points you get - and the average page rank of your pages
increases the number of hack points you get on a daily basis.

You should read the specs ( http://community.hackit.cx/wiki/HackIt!
_-_Use_case_%26_mock-ups and
http://community.hackit.cx/wiki/Alpha1_Usability_Improvements ) to get a
detailled understanding of the current gameplay mecanisms.

> - you spend same amount of points to hack any site. I think that
> bigger sites should take more points to hack.

They do - because you have less chances to successfully hack a higher PR
website, you statistically spend more hack points to hack more popular
websites.


> For example hacker has:
> - "hacking power" that consists of: "performance" (items like CPU,
> HDD, internet connection, modem, etc) * "attack" (some hack tools,
> back-door information, password crackers)
> - "scan power" (to find info about traps and protection level of
> site): "scanning" (items like port scanners, traffic catchers, etc)
> - "hiding level" (have without being captured): "hiding" (items like
> proxies, IPs, fake credentials, etc)
> [...]

Great ideas! I added it to the page about items and monetization:
http://community.hackit.cx/wiki/Monetization_Principle#Examples_of_items

> I do not understand the idea of son/parent definitely ;)
> But assigning items to protect site is definitely good idea.

The thing is, if we want to be able to have some kind of a "map", we
need to define links or relationships between websites. I don't know how
or what it should be, but without some kind of privileged connexions
between websites, it will be hard to have tactical gameplay to conquer
territories.

The net is a graph, and we can represent connexions:
http://cealdecote.files.wordpress.com/2006/11/internet_map_1024.jpg 
http://www.chrisharrison.net/projects/InternetMap/ 

Another possible, less abstract, representation:
http://wars.internetmap.info/

We need to find a way to use this, and make it understandable from a
gameplay perspective.

> Great, I definitely interested in implementing idea of items and their
> parameters, option to earn money by owning sites, assigning items to
> sites and buying them in store.
> If you like all these ideas certainly ;)
> It is definitelly more then one week, but we could make a plan and
> split these work in 1 week sprints. 

Yup, we'll need to start experimenting with objects, so that may be a
good subject to test how we would work together.

Could you have a look at the current code and give me an idea of what
you could fit within one week, and the price? Keep in mind the
requirements to appreciate the quantity of work
( 
http://community.hackit.cx/wiki/Alpha1_Usability_Improvements#Requirements_and_deliverables
 )

To be close to the demands on the UserVoice
( http://h4ckit.uservoice.com/ ), the best would be to build the
framework for items (just to buy & use them) and money (just spend, we
can see about how to earn it later on) and one item - website hack
protection.

Thanks,
Xavier.

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