Description
players asynchronously put their trout into a racing pool along with a stake. pool resets daily
players can synchronously race their trout against trout in the pool
winners get the stake from the other trout
each trout can only race another trout once per day to prevent wipeouts
races are visual
players who are active are invited to join a race in x minutes
in the meantime, the paths of each fish in the race are privately generated
the race gets sent to all clients who then watch
the visual can be of a kelp forest with patches of extremely dense kelp (fog of war)
caves are recolored kelp through which fish with bigger eyes swim more swiftly
speed depends on physical characteristics (genes) and environmental variation (luck)
list a trout for racing along with an amount to stake per race
request a race
system picks trout to race (initially random, eventually ELO)
system races the trout within confidential computing
system stores the race and its results, updates trout stats
system sends race to the participants
system transfers tokens from losers to winner
others can watch the race later
Future directions:
cheer on your trout to speed it up
staking on other peoples' trout (using $ROSE or $ROSY)
staking mode where extreme loser trout get eaten
fish go faster if fed better (related: Fish grinder #2 )
Implementation notes:
likely would benefit from high-perf/cache (non-ipfs) storage subsystem to hold race paths
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Future directions:
Implementation notes: