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Creation of Engaging Carrom Gaming Platform

Freelancer

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event发布于 2026年9月19日 · verified我们于 2026年9月20日 确认该职位仍然有效

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₹ 1.500 – ₹ 12.500 (每个项目)

职位介绍

CaroomX — Multiplayer Carrom Game Game Concept I want to develop a modern, competitive and highly engaging online multiplayer Carrom game called CaroomX. The game should provide a smooth and premium Carrom experience with 1v1, 2v2, AI Bots, private rooms, matchmaking, virtual coins, rewards, leaderboards and advertisements. The main goal is to create a game that is easy for new players to understand but engaging enough to keep players coming back every day. --- 1. Game Modes 1v1 Multiplayer - Real-time 1v1 Carrom. - Random matchmaking. - Private room with room code. - Friend invitation. - Real-player matchmaking should always be prioritized. 2v2 Multiplayer A major feature of CaroomX should be real-time 2v2 Carrom. - 4 players in one match. - 2 players per team. - Team members should be clearly identified. - Automatic turn management. - Team score/progress visible to both teammates. - Invite friends to create a team. - Random 2v2 matchmaking. - Reconnect support if a player temporarily disconnects. - Automatic bot replacement if required. Possible combinations: 2 Real + 2 Real 2 Real + 1 Real + 1 Bot 1 Real + 1 Bot vs 1 Real + 1 Bot 1 Real + 1 Bot vs 2 Bots --- 2. AI Bot System Bots are especially important during the initial launch when the player base is small. Bot matchmaking logic 1. Search for a real player first. 2. Wait for a configurable period, e.g. 10–15 seconds. 3. If a suitable real player is unavailable, automatically introduce a bot. Bot difficulty: - Easy - Medium - Hard Bots should make realistic mistakes and should not play perfectly every time. Bots must support both 1v1 and 2v2. The backend must identify whether a participant is a real player or AI bot. Bot rewards should be configurable from the admin panel. --- 3. Virtual Coin Economy CaroomX will have its own virtual in-game Coins. Coins are imaginary game currency and have no direct cash value. New Player Every new player receives: 1,000 free Coins Ways to earn Coins - Winning matches - Daily login rewards - Daily missions - Achievements - Level-up rewards - Rewarded advertisements - Events - Referral rewards Ways to spend Coins - Paid-entry matches - Tournaments - Cosmetic items - Board themes - Striker skins - Special effects - Other in-game features --- 4. Match Coin Economy Suggested initial structure: Match| Entry Fee Casual 1v1| Free Low 1v1| 100 Coins Medium 1v1| 500 Coins High 1v1| 1,000 Coins Low 2v2| 200 Coins/player Medium 2v2| 500 Coins/player High 2v2| 1,000 Coins/player These values must be configurable from the Admin Panel. A small percentage of the total entry pool can be removed as a game economy sink. Example: 4 players × 500 Coins = 2,000 Coins 10% game fee = 200 Coins Winning team receives = 1,800 Coins The two winning players receive 900 Coins each. --- 5. Advertisement System Integrate a suitable mobile advertising SDK such as Google AdMob. Ad types: - Rewarded Ads - Interstitial Ads - Banner Ads where appropriate Rewarded Ads Players can voluntarily watch an advertisement to receive Coins. Example: Watch Ad → +50 Coins Suggested maximum: 10 rewarded ads/day The reward amount and daily limit must be configurable. Ads should never unnecessarily interrupt active gameplay. --- 6. Leaderboard & Ranking Include: - Global leaderboard - Weekly leaderboard - Monthly leaderboard - Friends leaderboard - 1v1 statistics - 2v2 statistics - Wins/losses - Player level/rank Future seasonal rankings should be supported. --- 7. Friends & Social Features Players should be able to: - Add friends - See online/offline status - Invite friends - Challenge friends to 1v1 - Invite friends to 2v2 - Create private rooms - Join using room code - Use quick chat/emojis during matches --- 8. Real-Time Multiplayer & Reconnection The game must use a proper real-time multiplayer backend. The server should manage: - Matchmaking - Rooms - Turns - Game state - Player movements/shots - Scores - Match results - Coin transactions - Disconnect/reconnect - Basic anti-cheat validation Temporary network disconnections should not immediately cancel a match. Players should have a configurable reconnect window. --- 9. Security & Anti-Cheat Important game data must be validated server-side. The client should NOT be trusted for: - Coin balance - Match results - Scores - Rewards - Turns - Game state The system should prevent: - Coin manipulation - Fake wins - Duplicate rewards - Advertisement reward abuse - Referral abuse - Client-side cheating - Fake match results --- 10. User Account & Profile Login options: - Google Login - Guest Login - Optional email/mobile authentication Profile should show: - Username - Avatar - Level - Coins - Total matches - Wins - Losses - Win rate - 1v1 statistics - 2v2 statistics - Ranking --- 11. Daily Rewards & Missions Daily login reward system with increasing rewards throughout the week. Example: Day 1 → 100 Coins Day 2 → 150 Coins Day 3 → 200 Coins Day 4 → 250 Coins Day 5 → 300 Coins Day 6 → 400 Coins Day 7 → 750 Coins Daily missions could include: - Play 2 matches - Win 1 match - Play 5 matches - Win 3 matches All rewards and limits must be configurable. --- 12. Future Monetization The architecture should support future monetization through: - Advertisements - In-app purchases - Coin packages - Premium cosmetics - Striker skins - Board themes - Special effects - Tournament/event entries No real-money gambling or cash-out system is required. --- 13. Admin Panel A web-based Admin Panel should allow the owner to manage: Users - View users - Search users - Ban/unban users - View player statistics Game - Match statistics - Online users - Active matches - 1v1/2v2 statistics - Bot settings Economy - Starting Coins - Entry fees - Winning rewards - Game fee percentage - Daily rewards - Mission rewards - Ad rewards - Daily ad limits Content - Events - Leaderboards - Announcements - Rewards The important economy settings should be changeable without publishing a new app version. --- 14. Performance Requirements The game

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