3.7 KiB
3.7 KiB
| id | title | status | assignee | created_date | updated_date | labels | dependencies | priority | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| task-037 | zkGPS Location Games and Discovery System | In Progress | 2025-12-05 00:49 | 2025-12-05 03:52 |
|
high |
Description
Build a location-based game framework combining zkGPS privacy proofs with collaborative mapping for treasure hunts, collectibles, and IoT-anchored discoveries.
Use cases:
- Conference treasure hunts with provable location without disclosure
- Collectible elements anchored to physical locations
- Crafting/combining discovered items
- Mycelial network growth between discovered nodes
- IoT hardware integration (NFC tags, BLE beacons)
Game mechanics:
- Proximity proofs ("I'm within 50m of X" without revealing where)
- Hot/cold navigation using geohash precision degradation
- First-finder rewards with timestamp proofs
- Group discovery requiring N players in proximity
- Spore collection and mycelium cultivation
- Fruiting bodies when networks connect
Integration points:
- zkGPS commitments for hidden locations
- Mycelium network for discovery propagation
- Trust circles for team-based play
- Possibility cones for "reachable discoveries" visualization
Acceptance Criteria
- #1 Discovery anchor types (physical, virtual, IoT)
- #2 Proximity proof verification for discoveries
- #3 Collectible item system with crafting
- #4 Mycelium growth between discovered locations
- #5 Team/group discovery mechanics
- #6 Hot/cold navigation hints
- #7 First-finder and timestamp proofs
- #8 IoT anchor protocol (NFC/BLE/QR)
Implementation Notes
Implemented complete discovery game system with:
types.ts - Comprehensive type definitions:
- Discovery anchors (physical, NFC, BLE, QR, virtual, temporal, social)
- IoT requirements and social requirements
- Collectibles, crafting recipes, inventory slots
- Spores, planted spores, fruiting bodies
- Treasure hunts, scoring, leaderboards
- Hot/cold navigation hints
anchors.ts - Anchor management:
- Create anchors with zkGPS commitments
- Proximity-based discovery verification
- Hot/cold navigation hints
- Prerequisite and cooldown checking
- IoT and social requirement verification
collectibles.ts - Item and crafting system:
- ItemRegistry for item definitions
- InventoryManager with stacking
- CraftingManager with recipes
- Default spore, fragment, and artifact items
spores.ts - Mycelium integration:
- 7 spore types (explorer, connector, amplifier, guardian, harvester, temporal, social)
- Planting spores at discovered locations
- Hypha connections between nearby spores
- Fruiting body emergence when networks connect
- Growth simulation with nutrient decay
hunts.ts - Treasure hunt management:
- Create hunts with multiple anchors
- Sequential or free-form discovery
- Scoring with bonuses (first finder, time, sequence, group)
- Leaderboards and prizes
- Hunt templates (quick, standard, epic, team)
Moving to In Progress - core TypeScript implementation complete, still needs:
- UI components for discovery/hunt interfaces
- Canvas integration for map visualization
- Real IoT hardware testing (NFC/BLE)
- Backend persistence layer
- Multiplayer sync via Automerge
Merged to dev branch (2025-12-05):
- Complete discovery game system TypeScript merged
- Anchor, collectible, spore, and hunt systems in place
- All type definitions and core logic implemented
Still needs for production:
- React UI components for discovery/hunt interfaces
- Canvas map visualization integration
- IoT hardware testing (NFC/BLE)
- Backend persistence layer
- Multiplayer sync testing