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    bmgsoares

    Donation Chain to Change the World

    • 2 Comments
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    • Open 4 years ago

    Project description:

    In a near future, human jobs wont be need. And how the citizens will address its basics needs?

    Government or the society itself?. A transparent, fluid, P2P, chain of donation will make the proper balance for basic needs money.

    For that a game is proposed here to present this dynamic:

    The goal

    The goal is to create na app, Android and iOS, that simulates a multi world scenario (eg. Second Life, without those 2D/3D engines). The ideia is that any user can interact somehow with any others users, as a social experiment.

    The Scenario

    The app will simulate real countries. At this time it Will have just a “Brazilian Edition” only. That way only Brazilians will be able to sign up.

    That way, every user that apply on this game Will be a person on the population of this country.

    This environment will be called Virtual Country (vBrasil) with its virtual coin (vR$), with specific social index of wealth, basic needs like health, education, habitation , sanitation, security…..

    Each user, when sign up, Will need chose a profession. The app might list all jobs created at admin side. Each profession Will have several variables, set at admin side, that specify its profile: earning, speding, amounts of level…

    Also, as an obligation, the user must define at least 1 receptor of donations. He might chose among total users of that country.

    Completing this minimum setup: user profile, job and at least 1 receptor, the user is considerar an Active citizen. It Will be part of the analytics of the game.

    Each user have some carachteristics:

    • Job title: profession chosed;

    • Patrimony (cash): total earns less total spends;

    • Patrimony (properties): anyting the user wants to buy inside the game, like as a store. At this first moment, the game Will have just a reference of this possibility, but blocked. Like a future feature to come.

    • spends: each user will have a flat inicial amount of spend for basic needs: health, education, food, secutity, habitation….. each type of spend Will have 5 levels (1 to 5…. 5 meaning max amount of spending on that need). The level 1 (minimum, initial amount). The user might be able to setup the level for each need. Any change Will be consider for the next period (DAY). The cash amount of the spend at level 1 Will be flat for ano profession chosen. The amount will be define at admin side. For levels 2 to 5, the amount will be a % for total earns at a period (DAY), that is specific for each level and for each profession chosen. All those % Will be set on admin side. At admin side Will also be possible to create new jobs.

    • Index of emotions: set of index as results of activities of user inside the game (work = clicking tasks) + chosen levels on those basic needs. Each index goes from 1 to 5 (representated by smile emojis, for example). those levels are not set by the user, but a result calculated by the game.

    The meansure of period

    The game will have the time sync with real Life time. Today in the game Will be same day in real. There is no fast forward, no pause, no come back time.

    All earns, spends, set of basic needs, results of the emotions index, Will be per period on daily basis. Some examples:

    • When the app says the earns related to specific profession, per task (explained later), per profession level ( explained later)…that earn Will be per day.

    • Same of previous, spends of each basic needs Will be per day.

    • Any change on the setup on basic needs levels by the user Will be valid for the next period (means, next day).

    The professions

    Each profession Will have a specific earn per period, variable set on admin side. Each profession Will also have an amount of levels that means seniority (and the added amount of money on earns per level). Improving the level, the user Will receive % add amount per period. This % depends also of the job and its a variable set at admin side.

    Earning money 

    To earn money, the user need to complete simple taks: clicks on specific button of the game (I iimagined a fingerprint image like if he is making a check-in at a job). He needs to press it for 5 seconds (here I imagined a circule around the fingerprint being draw to give the experience of 5 seconds waiting. Doing that, 1 time per day, the user start to earn money automaticly. (I imagined any animation to demonstrate that a job is being made). Also a fraction of the earn should be credit each 5 seconds (eg. If its mid-day when the clicking task got done, and as result of all variables of the game – profession chosed, profession level – this user should receive vR$ 100.00 that day, that means in the next 12 hours. So the game should calculate how much he should receive each 5 seconds, so at mid-migth he has received vR$ 100.00 at all.)

    The user Will only earn money that day if he complete at least 1 click task that day. If he wants to make more then one click task on the same day, he Will need to wait a waiting time until the fingerprint become available again for the next click task. The waiting time Will be set at admin side. Only 3 tasks per day Will be possible. Complete +1 task doesnt increase at all the earns of that day. The only benefit of doing multiple tasks per day is that: the user Will increase the level of his profession on the next day if he complets 3 tasks. If he does 1 or 2 clicking task, the next day level Will be the same. If the user dont do any task that day, his profession level Will be decreased next day.

    The spends

    As explain, the spends Will follow the rules of variables set considering profession type and levels and also the levels of basic needs.

    The patrimony

    Considering Just cash patrimony, it Will depends how engage the user is with game, doing daily tasks.

    The user can go negative if he keeps login in, but not completing the tasks. On Worth case he will:

    • Go back to level 1 of this profession, and not earn a penny daily;

    • Keep having his daily spends;

    • The daily profit Will be negative until he consume his entire patrimony.

    • He Will go more negative day by day.

    • Only way he stop flunk is if he stop login in for 30 days. It Will means he doesnt want to play anymore, or have unistalled the app.

    • At that moment this account will pass from active to frozen. Now he Will stop to have spends.

    • If the user come back after a while, he Will continue with that same patrimony he had before, positive or negative.

    The donation

    A % of the earns of every citizen Will go to a donation wallet. This % will be flat and be set at admin side.

    After a period completed, the donation amount of the user will be equaly distributed amount his receptors list. This list is limited to 50 receptors. The receptors are others country citizen .

    Although the receptor wont keep with 100%, but 50%. The other part Will automatic and transparently be sent to the list of this former receptor, creating a chain. This chain Will end until the donation reach the smallest piece of the money.

    Each receptor has a cap amount he can keep as donation per period. If somehow this cap get reach the donation Will be transfer for his repector list, at total if needed.

    This cap is a variable set on admin side.

    The sign up

    The sign up process Will be via email and/social media. The user need also to validate a telefone number (might be brazillian +55).

    The telefone number cannot be associated to multiple accounts.

    The notifications

    The app Will send some notifications like:

    • availability of next clicking task;

    • When earing donations;

    • When upgrade profession levels;

    • When downgrade profession level; 

    The admin side 

    A web based dashboard where I can control all game variables;

    The analytics

    I would like to make available a public webpage where anyone can see some analytics like: number of citizen, avarage levels of poorness, donation per period, happiness…

    2 Comments

    1. Rajiv Chowdhery

      Agree with Stachi, Firstly Need to explain it in simple steps, so that each participant can understand it easily.
      1. What is the problem?
      2. What is the solutions?
      3. How an software product can fulfill all the requirements of solution?

      Later on we can go into the depth and details.

    2. stachi

      Hello,

      Sounds like a thought out idea.

      I would say it needs spell checking, to begin with. Ideally grammar checking, too.

      Next you need to define the problem and given evidence as to how and why the solution is effective.

      Finally you can introduce the solution with not too much detail, because you need to be iterative (heard of Agile?) and look to produce an MVP. People on this site are volunteers not high waged developers.

      Kind Regards,

      ANthony

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