Misparibuwa

A Publishing project London, Greater London

Misparibuwa

A two-person game played on a chess-like board in which the "pieces" are numbers that perform math operations when they attack each other.

Unfortunately this project was not successful


On 14th Nov 2016 our project closed

£100

of £15,000 target
with

2 backers

in

28 days


Project owner


Misparibuwa is a kind of “numerical chess” that is a game played on a chess-like electronic board, but with numbers instead of pieces. We are seeking to develop:

  • an app (mobile and desktop) for people to play the game against each other on the same device; the app to contain code for the purchase of tokens and user-subscriptions, making additional features available and also permitting the option of including ads at a later stage if required;
  • a playing-engine (algorithm) that can run in the background of the same interface to enable a single player to play the game against the computer;
  • an ad-free version of the above app for sale at a low price;
  • an app with an Advanced Version of the game (see 3 below) for sale at a higher price than the regular ad-free version, including an Amazon Fire version, to be made available to Amazon Underground.
  • a Facebook app with advertisements from a Facebook-approved source.
  • a game-playing network enabling human players to play the game against each other over the internet. (Please note: the mobile and desktop versions of the app should include the client end of the network and connectivity to it.)

1.1      Languages and markets

The apps and website (or client server programs) will require help screens and instructions in various languages, but it is particularly important that in addition to English we offer Mandarin (both simplified and traditional), Cantonese, Japanese and Korean. (Possibly also Hindi and Guajarati - although this can be added on later.) This need not be done directly by the programmer. Instead the relevant help/prompt should be called from text files. There will be text files for all prompts/messages in various languages; the user sets the language when running the program and the prompts/messages will be called from the appropriate files. Translators adept in those languages will prepare those files. This will be done in consultation with the programmer.

1.2      The apps

The programmer will develop apps of the game for the Android, iOs, Windows mobile, Windows desktop, Kindle Fire and Facebook platforms. In all of these apps, people will play against the computer.

The computer will play the game using a brute force algorithm. The move-decision function/class of the algorithm will:

  1. Be recursive so it can evaluate both the computer's moves and the player's possible replies - down to a ply level that the player has previously set in a "Strength" screen. The maximum strength/ply-depth shall be determined by time considerations - to be discussed with the programmer.
  2. Evaluate the best moves by a simple arithmetical operation (see below).
  3. Return the best move and its evaluation to the calling function.

1.2.1       Glicko or Glicko2 grading of the players

The app should also have the facility to grade players using the Glicko or Glicko2 grading system when they are connected to one of the game networks (if they join the networks - as they will be encouraged to do). The game engine will be graded too and its grade revised over time, based on game results transmitted when the users are signed in.

1.2.2       Monetizing

The apps will be monetized by (a) the sale of tokens that can be exchanged for additional features to the user, (b) the sale of subscriptions making these features available without limit for the duration of the subscription, (c) a low-price ad-free version and (d) a higher-priced version of the app which shall include an advanced version of the game.

The Amazon Fire advanced version will be monetized by being made available through Amazon Underground for which Amazon makes payment to developers on a basis of the number of minutes the game is played by the users..The Facebook app will be monetized by adds in accordance with Facebook rules and will form the cornerstone of the promotion strategy for the game

1.3      Game networks

Initially, the games will be integrated with Apple Game Center, Amazon Game Circle and Google Play Games Services, where players will be able to play against each other instead of the computer, save games, be listed on leader boards and achievement boards etc. This will test the waters to determine the level of user interest in such inter-human play. If the level of interest in such inter-human play proves to be high enough, the developer will develop a dedicated game network later. The Amazon Game Circle version of the game will also be integrated with Amazon Twitch to make it a spectator game, as a further part of the game-promotion strategy.

1.3.1       Dedicated game network

The game network should have the following features:

  • people can register as paid members.
  • non-members who download the client app can watch games that are set to "public" and can pay a fee to watch specific tournaments and matches.
  • registered paid members can:
    1. play against other members chosen randomly by the system (choice narrowed to those who are seeking opponents in that same time-control)
    2. challenge other members of their choice to games or matches and accept such challenges from others
    3. set time-controls for games, as in chess (from a fixed range of choices)
    4. see their own ELO grade displayed by their name - 5) below
    5. participate in tournaments of various types - 6) below
    6. create both knock-out and elimination competitions
    7. charge entry fees for entering competitions that they organize
    8. charge spectatorship fees to those who wish to watch the tournament games live in real-time for tournaments that they create.
    9. charge spectatorship fees for one-on-one matches they play
    10. enter tournaments organized by others
    11. join local and regional groups and tournament leagues
    12. watch games being played by others free of additional charge (unless set to "private") including most tournaments
    13. look at (and play through) archived games of others (if set to public or shared with them)
    14. Save their own games for future reviewing and set the status of each game to public, private or shared (they designate with whom they are sharing it)
    15. annotate their games with post-game analysis and publish their annotated games or collections of their annotated games.
    16. Download their games in a structured text-file, html or other non-proprietary format
    17. Save online and download images of positions arising out of their games (in a non-proprietary format)
    18. form and administer local, regional and national groups (if given moderator or administrator status)
    19. ability to save game data if the connection of either party is interrupted and to push position and game data when reconnection is achieved
  • The entry fees and spectatorship fees will be split between the owners of the network, the organizers of the tournament and the winners (i.e. prize money).
    1. Initially, the split will be 30% to us (i.e. new company to be formed with 75-25 split equity holding) and 35% each to the tournament organizers and the prize money fund.
    2. The division between company, tournament organizers and prize money can be changed at the Admin level for all future There will even be the power (to us and our site admins) to vary the split for particular tournaments, matches and events.
    3. The precise split of the prize money itself, between winner and runners-up, will be decided by the tournament organizers, but will have to be stated in the online form in which the organizers create the tournament. The money will be paid out by us (the site owners) to the various stakeholders at the latest by the end of the month following the end-date of the tournament.
  • The network database will store the games played and will grade the players using the ELO grading system, constantly updating it as players play.
  • The tournament types will include:
  • round robin (everyone plays everyone)
  • double round robin (everyone plays everyone twice, each as Blue and as Red)
  • Swiss-type (players play those with similar number of points, number of rounds variable and settable by tournament organizer)
  • Elimination (knock-out) tournament (placings to be assigned by strength-based seedings or by random draw)

1.3.2       Payment gateway

For the Windows Desktop and Windows Mobile versions of the game, we use PayPal as the payment gateway. For the Android and iOS versions, will use the Google and Apple payment gateways respectively. The programmer will be expected to code these features into the admin back-end and also to code in a means by which other payment gateways can be added.

1.3.3       Order of development

The apps will be developed in the following order of priority:

  1. iOS version of the free and paid regular versions of the game (including Apple Game Center integration)
  2. Android version of the free and paid regular versions of the game (including Google Play Games integration)
  3. Facebook version
  4. Amazon version of the free and paid regular versions of the game (or relevant optimizations to existing Android version), including Amazon Underground version and Amazon Game Circle integration
  5. Windows Mobile and Windows Desktop versions of the free and paid regular versions of the game
  6. The Advanced versions of the game which will carry a higher price
  7. Proprietary game network (if the level of user interest merits said development).