Inspiration

Magia is inspired by fully on-chain games like Dark Forest and conquest.eth, and by non blockchain games like Master of Magic, Civilization, Warcraft.

What it does

Magia is a fully on-chain fully tokenized MMO RTS game, players harvest resources such as Gold, Lumber and Mana, they use them to craft buildings units and spells and then use units and spells to fight each other and conquer the MagiaVerse

How we built it

Game Protocol:

EIP 2535 Diamond Standard game diamond with 10 facets plus 11 OpenZeppelin upgradeable contracts for the game assets (ERC20/ERC721/ERC1155)

Frontend Client:

NextJS + PhaserJS

Challenges we ran into

The most challenging things we ran into have been RPC issues and the frontend game engine

Accomplishments that we're proud of

We ran an alpha round on polygon Mumbai with 250 USDC in prizes, 50 unique players registered, 5 of them played every day to compete for the prizes

What we learned

How to build a RTS game using Phaser JS, how to build a fully on-chain permission-less game protocol

What's next for Magia

Another official Alpha round with prizes with an update version of our game which will feature:

  • completely revamped game UI/UX
  • 10 new spells, 2 for each magic colour
  • level up your hero, to level up you will need 1000 exp points * current level, for example from level 1 to level 2 = 1000 exp, from level 2 to level 3 = 2000exp, and so on, you will be able to distribute 5 magic points on each level up
  • bigger 100x100 map
  • rebalanced stats/costs
  • improved shield mechanic with custom number of units and custom length

Built With

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Updates

posted an update

Game Engine Update

We've been hard at work for the last couple of weeks building out the game engine. We had great feedback from the initial testers and we're almost ready to welcome them back to put the new engine through its paces.

Graphics

The new engine will launch with updated UI graphics and now that the hackathon length has been extended we've commissioned new tile assets with higher resolution screen-2022-07-29-15-58-40.png

Community

Initially we were shy to post about a work in progress but after a lot of encouragement we've started using twitter. The launch goal is to post once a day for 2 weeks and see how that goes.

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posted an update

Alpha Standings Update

We're into the last 24 hours of the first alpha round of Magia. The field is packed and its tight at the top. magia-map.jpg Four players have broken away. Mimes is leading the pack, Frasquito in close 2nd, and Doghoargento rounding off the podium. But it's far from over. HabannaClub in fourth will keep them honest, ready to steal in at the last and nab a larger prize if one of the top 3 lets up on the final day. screen-2022-07-13-23-00-41.png All still to play for with the top 4 winning a share of 250 USDC including 100 USDC for first place!

Development Update

Whilst the alpha round was running we've focused on suping up under the hood. We've switched up RPCs and are close to deploying burner wallets. That's the first step to building our network interaction layer for the smoothest game experience and to remove barriers when onboarding new players.

At the same time we've had great feedback from the alpha community for how we can balance the game and plenty of suggestions on the direction to follow next. We can't wait to switch gears back into game dev and start adding new features.

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posted an update

Alpha Standings Update

We're into the last 24 hours of the first alpha round of Magia. The field is packed and its tight at the top. magia-map.jpg Four players have broken away. Mimes is leading the pack, Frasquito in close 2nd, and Doghoargento rounding off the podium. But it's far from over. HabannaClub in fourth will keep them honest, ready to steal in at the last and nab a larger prize if one of the top 3 lets up on the final day. screen-2022-07-13-23-00-41.png All still to play for with the top 4 winning a share of 250 USDC including 100 USDC for first place!

Development Update

Whilst the alpha round was running we've focused on suping up under the hood. We've switched up RPCs and are close to deploying burner wallets. That's the first step to building our network interaction layer for the smoothest game experience and to remove barriers when onboarding new players.

At the same time we've had great feedback from the alpha community for how we can balance the game and plenty of suggestions on the direction to follow next. We can't wait to switch gears back into game dev and start adding new features.

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posted an update

We had some great feedback after the first day of alpha testing. The first update was deployed today from what we've learned so far. The big change is shields, you can now protect your units while you sleep! The other points are UI/UX improvements. Thanks again to everyone taking part. Stay tuned for more updates and keep the reports coming :)

Shields Update

  • Added shields to protect your land when you’re away. Current cost is 300 energy for 12 hours. While a shield is active your resources will continue to build. You cannot deploy, equip, cast, move, attack. You can cancel a shield early, but no energy will be returned.
  • Improved Cast Spells interface
  • Themed the MintHero dialog and added an RNG button to random roll your stats.
  • Added ‘My Lands’ bar to cycle through your own lands
  • Added hero names to enemy tiles and units

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posted an update

Magia Alpha launched today. Thanks to everyone who registered to help test. It's super rewarding seeing people logging in. Just a few weeks back we were figuring out how to paint map tiles in an isometric grid. Now watching enemy cavalry move across that map... and obliterate my unguarded bowmen... it's a beautiful sight.

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