Streak Club is a place for hosting and participating in creative streaks.
Preface
MCXStack is a development library and API for player-driven real-time virtual worlds and creation of shared worlds on blockchain, a constantly evolving, dynamic and fun investment platform built for testing and deployment of maps, characters, stories and interactive narrative game worlds. It is maintained and built in the Rust programming language. Extensible with the Bevy Game Engine and Web Assembly GUI and optimized for portability, immutability and blockchain development.
Metachained Shards ($MCXS) is the universal currency for Metachained Stack development. It will be made available upon further testing. You can find out more at: What is Metachained Game Studio? and learn more about the ecosystem at Web Development in Django.
Purpose
Developing an application workflow for a smarter autonomous virtual economy.
Features
Github: https://github.com/Metachained-Game-Studio/MCXStack
Twitter: https://twitter.com/MCXStack
Instagram: https://www.instagram.com/sablefantasia/
But i was thinking just now about how mining culture in crypto heavily impacts the health of the crypto market. mining prevails a sharing culture, like bitcoin for it to become what it is today involved miners before it even began to gain popularity. Once miners sell off a lot of their crypto there's usually a lot of relaxation on mining and the hype subsides for a while.
So I want to think about what is the mining and production of the token, how to provide mining for users and a harmonious incentive mechanism.
There needs to be a period of relaxation, and i think this is similar to what you are implying by the bonding-curve as well.
But I like the idea of 1 ETH = 1 token to promote governance sharing and providing a minting period, after concluding the minting period users holding the token can mine tokens based on their staked ETH. The token will be frozen during it's production phase giving time to cull bugs and improve features over the production phase. Involvement will be encouraged because users will be incentive to participate in testing and prompting feedback, becoming invaluable members in the community.
So 1 ETH is required in order to become a validator and validators can earn rewards because they have invested. The ownership of the governance token is not a right to sell. In fact you are buying the coin at the current lending price, which could potentially be more in a version upgrade to meet a higher entry requirement.
To be honest I thought about this before many times, but coming up with an appropriate price is challenging, for example minting a token at 10$ is reasonable but it's also a low barrier to entry, which means that validators will have too much freedom.
A low barrier to entry is a good thing, and sometimes it's better to have no barrier to entry, but the possibility to raise awareness becomes less because the incentive to mint the token becomes lower or none at all.
This is why I like to read people's messages, thoughts, ideas multiple times because you can get different perspectives and answers in the same content. For example "Artists have always had to face this internal dilemma, we are lucky to live in a world with levels of abundance and leisure time that our ancestors couldnt even dream of"
I agree with the first part up to the comma 100% and the following makes sense in the context of what you said. Also however when I read it again it actually came to me that this second part about abundance and leisure time that our ancetors couldn't dream of. I find this to be two points, a) we live in a world of abundance. and b) freedom.
We live in a world that demands users to actually learn much more skills and knowledge than ever before, requiring years of training and making mistakes and it is this exact contradiction that motivates me to pursue a value-culture. The climb to fame is steep -- only a few can be truly successful at it, but the labour and hours of intensive work and self-care in the creative industries is honestly barbaric. That's why we have systems like Agile and Kanban to make it more bearable and relaxed, but even this can be a demanding practise and requires everyone to be constantly focused on maintaining communication.
Relatively speaking because our world-views were much smaller in the past I'd actually argue that the opposite was true. Now we havae a complex and expanded world-view and the need to multi-skill grows and grows in order to meet commercial demand. I am constantly wrestling with imposter syndrome or being a master-of-none. That's why I'm much more suited to product design and writing, because these are things that can stretch my imagination while enabling others' growth. Am I successful, not at all. The demand for change is built on these ideas.
I heavily disagree that playing games does not provide value, it depends on the context really. I mean you said it yourself, you want to apply an economical model such as the example author that you gave a while ago... The reason for the predatory trap is because that is the industry which we navigate, at the end of the day companies make money for their stake holders rather than a closed loop with a proper criteria to reward players for their time and participation.
I don't know about you but it is precisely because time is so valuable that playing games has any value at all, and it is not like it hasn't been proven to work. The world is only blissful on the surface, it's a mean and dog-eat-dog world and corporate governance over what is fair is dictated by cash hungry corporations, who benefits?
In a reverse-world governance would be created by the players not companies, if you don't value gaming culture or play games yourself then you are unlikely to see the potential.
If you mine 100 iron ore just by logging in that day and send that iron ore to another user in exchange for their services, how is that not providing value? And that's just at the basic level of bartering/trading. If you interact at a social level where you are playing an actor or character on a board, and a story provided by the game master. How is this exchange not what you call "valuable". Is working for someone else the only legitimate way to measure value, no that's wrong. Value is derived from the basis of human interaction and goal acceptance. "Clearing" a hurdle can be quantified by an accepted set of rules or 'values' using mathematical formula.
Animation Character Archive Socials -
Youtube,
Twitter,
Instagram
AniArchive is an extension to our marketing and promotional efforts. We are taking baby steps towards something incredible in the future with zero risk, zero investment and zero funds.
Some of the things we are doing for this include:
While this is a daily challenge for us to quickly learn new skills, we have a lot of content to share in the future. These challenges won't be shared publicly but it's a start as it's an ongoing process, and we want to show off our best work when we're ready.
I make animations, games, stories to eleviate some of the stress in our everyday lives, make us think a little about the consequences of our actions, motivate us to take action and be proactive, to educate, to inform and most importantly to encourage ourselves to reach out to others in need of help.
I want to inspire and to horrify you, with the help of others that I trust and who want to reach out to us so that they can also collaborate on these same projects that inspire me.
The purpose of the Character Animation Archive is to take baby steps towards telling a larger more enjoyable, more complex and more interesting story than you'll find in any game. The emotional weight and impact of a song or side story condensed into 1 minute to 3 minute chunks, they can be in the style of a visual novel, character intro or concept video to give a general idea.
The end result will be something familiar to you, in the style of a visual novel piecing together stories, mysteries and characters across a broad spectrum of topics ranging from romance to horror, from science fiction to alternative fantasy.
We hope that you'll enjoy your stay here and join the Light Side Legend Project with us by participating in the journey with us. As such I hope you find the answers you are looking for.
We all struggle to find our path in life but it's those that never struggle that fail to take a step forward.
I have been putting a lot of time into improving my drawing and illustration skills. It was a need to improve and "see improvement". The other day I wasn't particularly happy with how much time it was taking or how it turned out, or how I had to stop drawing because of my hand not healing right. So I suffer through it I guess and I have been finding a style for my work.
I think you know that feeling of half-through dropping something because you felt you couldn’t make it look good. I’m feeling much better about it, I'm able to draw for longer but drawing is still causing my finger to stiffen and hurts when I bend it, so I’ve been trying to rest when I can.
I will be working on the Nano reno jam. it'll be expanding on the writing challenge that I am working on currently so that I can flesh out those characters and a story for it.
You can find the jam page here to find out more info:
https://itch.io/jam/nanoreno-2022/communityitch.io
Some of the goals will focus on:
Considerations:
Backgrounds: For the most part it's just having good reference at hand, like anime is based 1-to-1 on real life photos or scenes so a similar rotoscoping process can be used for backgrounds. Stuff set in a modern setting is always pretty much transferred to something that is more appealing as anime. I am starting to use the "shift" key more often for like weapons and objects that are difficult to draw straight edges consistently on and I think getting use to that as a habit may help me improve at doing backgrounds. I will take process-screenshots and share. It's been a while since I did a visual novel background, I'm feeling pretty nervous.
I will prioritize making the game as HD art instead of pixel art due to the accessibility of higher fidelity artwork as apposed to pixel art which can be quite limiting. If later on I decided I want to do the game in pixel art and can down-res the graphics to scale to a lower resolution output if needed.
I'm kind of divided between pixel art and full-rendered character and background illustrations as I don't have a preference one way or the other.
My heart was already set on making Fairfan an original character of 'The Hunt'. I think wanting her to be in the card game from the bevy jam was my attempt at making a multiverse or spinoffs. A very early attempt. If I want to create the world that she is a part of as a visual novel I am thinking of doing that as a side story with a word count limit to target for around 50,000 words.
When I do pixel art you'll start to see that I do have a particular style or aesthetic that I like, but I think with fairfan it was difficult for me to imagine what the sprite art might look like until I actually created a concept art, instead of scaling up, I tend to scale down instead which is not really an efficient workflow for pixel art. For the visual novel I don't really want to do any pixel art, it's not going to have the same feeling that I want it to have as a full hd rendered game, that's not to say that gameplay can't be pixel art, but specifically for the visual novel I would rather make it as illustrated as possible.
Here is the progress on the Bevy Game Jam Card Battler Page
Our ragtag group made a game, proud to be part of the first bevy jam event. It was great forming a team with you all, let's have a productive year of bevy development :sunglasses: :crab: Feel free to rate, rough around the edges but it's almost there.
Known bug: "I can click one of the 3 cards at the start but can't seem to do anything else"
The interaction for the buttons isn't setup yet that's why, only the cards are interactable at the start, we will have an update next week to improve it. In the words of our programmer: "I want to do the game justice". We are happy with it regardless.
I am making a parser that allows you to create:
a) Dialogue - parameters for storing text as reusable data and self-referencing such as accepting arguments ie. defining an image, description, value or token.
b) Lore - places, events, quests, npcs, resources, factions.
c) Map - defining locations, events, enemy spawning on a map (x, y)
For example you can define parameters that are associated with a place and defining vocabulary and possibly even auto-complete sentences as you are writing them to match 'locations', 'events', 'items'.
In all seriousness I'm half joking, but that seems to be the common thread, something that allows you to interpret a paragraph of text, and a location mentioned would be reference-able, etc.
So if you look up information about a place or event, only "known" information would be available, but different NPC's would have different levels of knowledge, etc. would be pretty interesting.
you would have to teach the game to parse the text language and commands, and code the associated behaviors. Your character's "perception" could directly influence the amount that you can observe, or your "intelligence" effects the amount of knowledge you remember or understand about the world. Also by interacting with an NPC, that NPC could learn about your backstory or personality type; that would also be interesting.
Well at a narrative level, what do we want to interact with to progress the story, what are the main things you would want to be doing when you can basically put in any command, what would be the purpose. if it's too complicated, any sort of advanced text processing obviously wouldn't be accomplished anytime soon; But attempts can be made at least. 😂
I would focus more on the commands that the player can use in game, such as navigation, inventory, combat systems and the tooling, ie describing syntax such as the descriptions of things: items, equipment, places, npcs, buildings, creatures, or skills, etc.
Yes i can spend days looking at MUDs and understanding them or i can just spend the time to do the less complex stuff for now. I intend to look more at MUDs, but I don't really have time to learn all there is to know about the medium. I would like to learn more about the creation tools on one hand, and design the tooling myself.
I don't mean the player will make the story, more like they are a part of it and they can dictate their role somewhat, which faction they join, what locations they prioritise going to, how much time has passed, a quest system that is not fetch quest oriented (task-based) but heavily focused on conflicts and decisions, that opens up as you become associated with factions or etc.
I want to create the tooling for map and world creation, such as organising locations, events, factions, npcs, quests, lore, history, etc.
I am making a multiplayer world yes, as in you can exist on the same co-ordinate space as another person, eventually i would like to have a fully immersive and evolving world where players can create their own content, but not initially. Your choices can influence your character's role as far as a chess piece on the board is concerned but not as much control over the world itself. You would also have questlines that evolve based on player interaction, and as the game world expands over time. These quests could also be influenced by the players feedback about the current game systems, and their choices in the game.
This will be done through patches or updates though, so i don't see this as happening anytime soon. More like I need to create the tooling and gameplay from a narrative perspective. This is to enable content creation to be easy to do yourself without coding.
The gameplay systems are important but not finalised until later, once basic navigation of the world and content creation is possible and in a ready state, ie enough of the world is built out.
Moderation is possible once a playerbase has been established though, you would need a committee to govern the world and determine the main plotlines, and anyone could join if they can prove they can contribute to the story efforts.
Let's say you and I are the co-creators of the story, you can have free rein over decisions and all you would need is for me to accept your contributions as the owner, but certain decisions could be agreed upon by the community. If it's something like a narrative storyline you may not want to reveal important information, so a lot of the decisions will be made within the core team that is building the world.
I am not going to code a text processor that can learn responses from players and invent new dialogue sequences upon activation of the awesome-super-ai-robot-crab-kaiju-monster-that-knows-all. The player is the 'character' once they've created their character name, beyond that if there is any customization that is determined through commands or ui, is initiated by the player. What they do beyond that is completely up to them, they can just everyday go from town to town and make gold and kill bandits or monsters (if they repopulated) or they can navigate their way to the capital city and join a faction that exists in that time period, some quests would be time limited from the point of character creation, from joining the faction or from the start of the time period (Act). It is essentially a sandbox world.
Maybe you own a particular world or land, you would have the last say to decide what gets added to the story and what isn't but that might be heavily directed by how players engage with that content and what you determine as the next "scenario" in that world. Some players might get left behind, some places might never get fully utilised but the world would always be evolving.
You would likely have a test server though, to add content and test new features but whenever you do an update or patch, it would update all the new content from the test server that's approved over to the main server.
The idea would be to speed up the creation process. You might make your own if you think the tooling suits your purposes but maybe you don't want to contribute or play my world for some reason, then you can do that. A small playerbase would not necessarily be a bad thing either for each game world and there could be limits to the scope of that world and the length of time required to complete it.
It has been a week since I began the development diary, and it makes me realize how much time is going to waste when we are not accountable to our plans and responsibilities.
So I am making a simple prototype, it's a text-based application that lets users connect with a temporary username and parse simple commands like 'chat [user]', 'where', 'rest', 'hunt [location]', 'attack [target]', 'defend, 'use [item] and 'go [direction]'.
It connects to a websocket server that maintains a list of active characters and stamina consumption that the player has used. Stamina regenerates at a rate of 1 per 15 minutes. Stamina is capped at 100. You can only generate stamina when you are connected. You will have to reconnect with a valid user key that will be given to you when your character is created.
I will discuss with some users to test out the features on Friday most likely.
At time I feel totally exhausted for seemingly no reason. I would like to say today was productive, but that wouldn't be honest of me. I am continuing to spice up the character a day challenge, but it's not something I can confidently go public with just yet.
I will learn about data read and writing in both Bevy and Rust tomorrow to get to grips with understanding the language. The idea would be to write an interpreter for bevy to process a dialogue script and rendering it as a user interface display in bevy. Because displaying this on command line will be easier this will be the initial direction.
Have a great week everyone!
When on the weekend I will still do little updates, these will be no more than 5 lines or a list of action items I will do over the following week.
I've started a character a day art + writing challenge.
Every day I will learn something new in rust, bevy or functional programming.
I will create an input system that manages and displays script files.
create an example project and talk about the process in a dev log.
downloadable test build released by Wednesday 23rd - Friday 25th.
I have created a Trello and Itch.io page for builds. Although there isn't much on there right now you can read about the game and download the demos as it's being developed.
🔥Here's the Itch project page so you can follow builds, development of MCXStack and metachained project for creating shared worlds👀 https://nanon.itch.io/mcxstack
Participating in #bevyjam next week and implement a dialogue system over the next few weeks to create a visual novel for #nanoreno
#bevy #crypto #gaming #github #mcxstack #programming #rust #anime #CreatorDay #rpg
Below is the development schedule.
Vertical Slice
Releasing an early demo to play testers is to showcase each of the games core features and aesthetics without the need to release a completed game. The idea is that the game should represent a finished product.
Weekly Sprints
Setting effective goals each sprint to allow positive and negative results to form early in the development pipeline. Sometimes tasks can take multiple weeks, in this case we should break up the task into smaller parts with the aim to complete at least one task per day.
Planning meeting
This is a session to review the development of the game and share ideas for the following sprint and is usually a longer session. This is a mandatory process as each team member will need to have a clear goal for what they want to achieve that sprint.
Daily stand up meeting
The team will meet every day to share what they have done and what they intend to do that day.
Review
Every week contributions will be reviewed based on playtesting and feedback. It is important to provide helpful feedback so that the team can make appropriate design choices.
Playable build
Every week a build of the game should be created and tested either on the last day of the week by the developers. Or every 2 weeks whenever there is a major update. This build of the game should be a vertical slice so that planning and related feedback can be actionable in the following sprint.
Public Testing
To maintain transparency and engagement with participants, a vertical slice should be released every 2 to 4 weeks. A playable version should be made available to the team every week.
Pre-Production
The early phase of development is a very creative process and it includes building tools or artistic concepts that will help speed up development later in development. It is worth mentioning that all suggested ideas, concepts and development will count towards their contributions.
Production
At this stage of development the design should be clear and the team will have decided to make cuts in the pre-production stage.
Post-Production
This will usually focus on quality of life changes, fixing bugs, implementing sound and improving the feel of the game before an upcoming deadline. It is important to pay attention to the things that are working and the things that aren’t as some cuts will still need to be made.
Marketing material and press release will also need to be prepared ahead of schedule to ensure the game is ready for release.
Today I had a meeting with my team to discuss the team's project (I can't talk about this here but it is very interesting) and to share our ideas with the team. Pitching is very uncomfortable and is not a very efficient or productive process. I discuss everyday with different people about my problems and how to solve them, and something like a development diary is much needed because I have such a backlog of stuff that needs to be organized. That's more or less how MCXStack came to be.
I want to be the guy that makes the problems go away with an eye for marketing and product design and express myself through code or art not words.
Register and monitor participation in playtesting
Earn Credibility
Weekly cyle and engagement
A model i created based on the marketing and sales funnel. The idea is to have a scale in which to judge an effective sales model and business strategy. It is partially based on performative development. An iconic development methodology used by Vlambear. See below.
Functional Programming in Games
Logic Programming in Games
Setup github on ubuntu
Github manual for Ubuntu
Bevy 0.6 update
Test SSH conneciton
https://askubuntu.com/questions/610940/ssh-connect-to-host-github-com-port-22-connection-refused
Git push
Undo git commit
joined 148 weeks ago
Let's say you have some crypto and your goal is to defeat the dragon. The more damage you do to the dragon the more $treasure you are rewarded each day. You build a worker's hut to speed up production of wood, then eventually you'll get an armory and later on you might have a small army that can engage the dragon, but of course those units get defeated and you'll endlessly need to rebuild your army.
This is an example of a raid event which might take place, this balance of cost, and efficiency creates a completed gameplay loop and reward mechanism. This idea of play-to-earn is like you said a "mindless task to complete dailies" but of course whether it can be fun or skillful can be optimized and improved over time.
I just want to reiterate that this model merely replaces the function of miners in a PoW and is the essence of web 3.0, the ownership of digital assets and functioning ecosystem.
More than a question, I think we can't really rely on what's been done as successful because it's still in it's infancy, it's more like something to think about and pick apart, so you can suggest your own thoughts and document some research. This idea of web 3.0 i think replaces the necessity for PoS or PoW, by initiating accounting through the smart contract you can apply logic that determines a base price or allows one user to trade to another user. This completion and validation process is part of the miners task, to complete the cycle is to reward a user with some profit for their time and effort.
The thing that I was talking about is the acceptance of a token distribution model that enables this kind of user behaviour, and wanting to understand the technical design and implementation of "what a cycle means for a user", how long can they mine rewards for before they lose interest, how to decide the price that can be determined from the borrowed assets.