Lounge Started Mar 21, 2026 11:53 PM

Monero tower defence game

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Mar 21, 2026 11:53 PM Last edited Mar 21, 2026 11:55 PM
#1
online games

With the power of AI I made a Monero themed tower defence game in html5.

You have to place towers to destroy the shitcoins that are stealing your Monero. If you let too many shitcoins pass you go bankrupt!

You can also buy Monero miners to earn coins every round.

There is bugs, bad graphics and other weirdness with it but you can play it here https://mtd.monero.forum/

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May 4, 2026 11:12 PM
#12

my bad this thread being super spammy btw

state of things rn:
nothing working lol, well, the current proof of concept went through multiple 700k+ context windows, currently getting close to 900k context on that session
i literally have no clue wtf am doing
but i wanna at least let it go through the whole 1M context, do a compaction thing, see the state of things or what

then probably just gonna use V0.5d as a base...
iirc it was in Rust, tho not ECS
didnt have any crypto implementation thing, was pretty basic, tho last time i tried it again it was kinda clunky on the autofollow/autocast

made an other thread about Grease too
but i guess for now, i'll just start again from V0.5d, not do nothing about crypto anything but could already have the whole automation workflow build within the game without any crypto things involved yet, as a proof of concept type thing

like, wont be just "goods" (items) but also "services" that would be available within the game, like rush services, if someone has a healer, they could lend their service as a healer for a dungeon that require an extra character player

which on that, originally been thinking a multibox of 5 characters
but people are noobs at videogames and 5 might be a bit too overwhelming when adding yet even more players in groups and so on

so, key decision: multibox of 3 characters
but instead of just 1 spell slot currently in V0.5d, would be 3 spell slots
with players able to drop "spells" as items, and equip those in the spell slots
so that way, "spells" can also have "ranks" so could drop a higher rank of the same spell

players would meet NPCs along the playthrough, able to recruit those, and making their party of 3 characters that way
there would be like 7 classes available:

  • tank physical (tank everything but has physical spells)
  • tank magical (tank everything but has magical spells)
  • dps melee (physical)
  • dps ranged (physical)
  • dps caster (magical)
  • healer
  • summoner

so the 3 characters player multibox is also an important aspect of the economy
so that a player will have things that would be super overpowered but of no use for their character so.. -> auction house
if a dungeon would need 5 character players, they could hire "2 character players" from other players
which all of it would be autoplay
and i could start designing the workflow with in-game escrow for services vs fungible in-game items (like runes that always have the same stats = fungible)
without any crypto related anything, keeping it simple for videogame proof of concept for now

so 7 playable classes, but multibox of 3 characters, that leaves alot to player choice in their team composition

  • 1 tank 1 dps 1 heal?
  • 1 magical tank that can heal a bit + 2 dps that have high damage but also support spells?
  • RMP? 😹 (rogue/mage/priest, the most overpowered team comp years after years in WoW)
  • 2 dps 1 heal?
  • 3 dps?
  • summoner as the tank & 1 caster support & 1 melee dps?
    (...)

lots and lots of team compositions possible left for user choice, despite alot of it being automated
and players would define the meta through the compositions that works, what doesnt

then there would also be dungeons, raids
materials to farm in the openworld for in-game professions
then that would be user choice on which area to farm and where to launch the automation
would they grind PvP battlegrounds?
would they grind dungeons and raids?
would they grind herbalism (420) & mining professions?
then depending on their gear, would they be able to lend one of their character to someone that needs an extra character to complete a dungeon?
with a multibox of 3 characters, when sending the characters to do different tasks (like helping someone in a dungeon with 1 character, farming materials in openworld with a 2nd character or whatever) then could split the screen in 4, with 3 areas for each character players (could be different dungeons with different players) and a 4th area for idk, mmorpg chatbox / auctionhouse UI or whatever idk, to be determined lol

an other important key decision:

  • unlocking automation capability only after reaching a certain level on the forum + completing a specific in-game questline

so that way people could still make alt accounts and would only be limited to what their hardware can run
but it would still need posting quality content on forum as a requirement + doing some in-game grind specifically for that

and like, being able to have different team compositions with different saves for example
PvP could have different rewards too, based on K/D/A there could be a reward and a different type of reward if actually winning the battleground/arena type thing

like, yea i think for now ill just start of from V0.5d, maybe finally git clone kolbot (which i still havent fucking done! LOL) and then feed that in the context to remake the logic of V0.5d to work that way with automation

tldr: for now not gonna bother with grease or even monero or even item signing or whatever, just focus on the game, designing properly the items, the workflow, the automation

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May 5, 2026 1:26 AM Edited May 6, 2026 3:50 PM
#13

aight so yea, V0.5d was Three.js and no ECS:

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