playtavern
Tavern is an onchain game engine for creating games without writing a line of code. playtavern.com Permissionless, open source, and completely onchain Build with us https://t.me/playtavern
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@gn0madic

introduce beta.playstarforge.com - This will be hot off the press, and usually live on base (might be broken sometimes :)) The goal is to miminimize downtime on playstarforge.com
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edwardf pfp

@gn0madic

It's easy to build a mobile-responsive webapp, but it's hard to make it feel good on mobile - so today we have some new animations and removed a ton of screen clutter on mobile. playstarforge.com
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edwardf pfp

@gn0madic

Demo of what's possible with the Alpha build https://www.loom.com/share/5cfe99da726142ec91ca704d98ca12e6
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@gn0madic

Tavern is live on Base! Our mini app should work now :) Vote for us on devfolio: https://devfolio.co/projects/tavern-heroes-fff2
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@gn0madic

docs are live https://starforge.gitbook.io/starforge/ and our codebase is now public and open-source, MIT licensed: https://github.com/gnomadic/starforge
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@gn0madic

Data and Logic are completely separated, burrowing from the Entity/Component Architecture which game engines like Unreal and Unity encourage.
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@gn0madic

New website is up, playtavern.com!
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@gn0madic

We aren't done with Tavern - Here is a walk through of it's evolution into a decentralized RPG onchain game: https://www.loom.com/share/91d6c6a4c86f445fa828f092a161d87c
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@gn0madic

It looks like we're a winner of the onchain summer hackathon! Thanks for coming along in this ride with us ❤️ I'm not done with tavern - I just started a new day job and need to focus my energy there. Once I'm more settled I'll find nights and weekends again for tavern!
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@gn0madic

Tavern:Heroes is coming together. Similar to the OG Tavern, it provides systems that you can customize by submitting transactions (without writing code). These systems are quite opinionated. Systems include: 1. Hero classes (define base stats) 2. Rarity Gatcha (adds rarity and stat bonuses based on rarity) 3. Stat Resolver (maps stats to eachother with multipliers) 4. EnemyFarm (define enemies, and their stats) 5. Combat Actions (define actions players and enemies can perform in combat) 6. Combat Resolver (let the player and enemy take turns performing actions, with ordering based on their "speed" stat)
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edwardf pfp

@gn0madic

trying to build an RPG game using tavern, using NFTs as heros - the biggest challenge I'm running into is that the engine only really supports 1 token. This works great for smaller games, but for deeper ones it dramatically limits the possibilities. Thinking this through, going to require some drastic changes to the data-storage model. Right now onchain data in tavern is accessed by a "key" - so like `I need a health stat, let me get the data for "health`. The problem is that both players and enemies will have "health". This means I need the data lookup approach to be much more flexible - and I don't want to overcomplicate it, because tavern is already sufficiently complicated.
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@gn0madic

The onchainsummer hackathon ended but we're just getting started.
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@gn0madic

Rock paper scissors is just the beginning. You can mix and match any components you want, and then customize them to fit your needs. All onchain, all without code.
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@gn0madic

Shipped four new components tonight, they're live on prod
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@gn0madic

I started adding some new components today, actually knocked out 3. Require 1155 will only let players play when they hold a given nft, this one will work well with Zora. Reward 1155 will distribute an NFT token - realizing this needs some work because it requires minting permission Daily Interaction will only let players call a function once within a configured time period - for example this will allow a daily claim or help prevent spam
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