💫 November 1/3 💫 After 4 months of laying out core architecture, we can finally use a potion and heal yourself while hunting monsters. Consequently, I've implemented the loop for being eliminated. If you forget to heal, you die and get sent to a safe zone. Unfortunately, I am now spending too much time just hunting monsters instead of developing; hunting gameplay is getting quite addictive. This is a good sign 👍 The red pandas are particularly very fun to hunt with a multi-slash type of attack. We have also set up an in-game AI endpoint, the possible uses of this are endless. My focus remains on implementing versatile and robust systems so the community can eventually shape how they’re ultimately used. Also polished and fixed things regarding channel selector, lounge zones, hunting, among other things. @base.base.eth /artizen /artist /gaming /gameplay /gamedev /games /base /gamedesign /memes /base-builds /base-creators /web3gaming
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Alright so for the rest of October I kept working on 1. The inventory system. One important optimization that was needed was batching the add/subtract API calls. Without batching, the API endpoint can easily exceed the calls per minute limit a player is assigned. Now the player can keep their inventory UI open and see the quantities of items owned in real time. For now, we have separated the inventory into Equip, Use and Etc. More items can be defined as needed with the use of scriptable objects and a content management dashboard. 2. “The Lounge” a set of zones that can be accessed from anywhere you are in the game world. This will function as a commonplace where people can quickly find each other in game. It will also be used to access features that should always easily be accessible to the player. Besides this, a lot of debugging, fixing and smaller polishes in previous work. @base.base.eth /artizen /artist /gaming /gameplay /gamedev /games /onchain /gamedesign /memes /base-builds /base-creators /web3gaming
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In mid October we started working on two important systems The first one is an Inventory Management system and for this I've implementing a proven system that can easily handle 10k unique items. This comes with built-in functionality to handle important things such as item trading. In the future, this system would be accompanied with an NFT system to handle highly valuable items in game. Many online games suffer from Real-World-Trading shortcomings for not having infra that enables users to trade freely; this is one instance where Web3 shines. The second system is one that provides seem-less onboarding of users to web3 and could easily be used for any instance where a user needs to interact with the Base blockchain. I've finished a proof-of-concept implementation for testing purposes and the user experience for getting a token on the wallet of players is unlike anything seen 4 years ago. @base.base.eth /artizen /artist /gaming /gameplay /gamedev /games /onchain /gamedesign /memes /base-builds /base-creators
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