To the right is a graphic outlining the zone spawners that would populate creatures. Zone economies, funded by taxed player actions, would spend their 'gold' on spawning creatures from a queue. Each creature has a unique value stemming from the price of its drops. The queue itself is populated randomly, with rarer creatures appearing less frequently. The more the players interact within a zone, the faster things will be spawned, which incentivises hunting and trading.
It was a solo project — I built it from scratch in Unity, handling the design and development entirely by myself, focusing on the zone population system and the fishing minigame. Being integrated with blockchain, infinite repopulation and extraction of resources was not an acceptable solution since each resource has real-world value, but being a barren MMO would also feel terrible. In lies the puzzle of repopulating the world of Mooncast without horrifically devaluing resources. Zone economies, funded by taxed player actions, would spend their 'gold' on spawning creatures from a queue. Each creature has a unique value stemming from the price of its drops. The queue itself is populated randomly, with rarer creatures appearing less frequently. The more the players interact within a zone, the faster things will be spawned, which incentivises hunting and trading.