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YuriNondual pfp
YuriNondual
@yurinondual.eth
If anyone is curious to know what it takes to build a somewhat complex onchain game, I wrote a high level post on how we built our game on @base. Some tools mentioned: @privy, @wevm, @coinbasewallet, Subsquid, @axelar-network, @squidrouter amongst others https://paragraph.xyz/@yurinondual.eth/skybreach-game-technical-details
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Noah Bragg 🐟 pfp
Noah Bragg 🐟
@nbragg
Thanks for sharing. Lots of moving pieces! I just played the game too! So are you making txs from godot? Or is that just the mini game and then you pop back out to js to make txs. I was thinking about using godot if possible.
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YuriNondual pfp
YuriNondual
@yurinondual.eth
To add more to this. I think FOCG in general is only suitable to a subset of genres. Like RTS or turn based games where each in-game state change that you see can be saved on-chain. For something more action-packed obviously it doesn't make sense to save every little movement and change on-chain, so we have to have a client side solution to ensure that the game was played in between start and end calls to the contract. If we had time and money to implement gasless txs with embedded wallets, then we could store more of the intermediary state in between start and end (so user doesn't even need to know that it was saved), like between each room cleared for example, or maybe even on every mob killed etc. But in this case of Dungeons it's good enough as is IMO.
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Noah Bragg 🐟 pfp
Noah Bragg 🐟
@nbragg
yeah, I agree with you. doesn't really make sense to save to contract more often in this case.
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