It has been two weeks since I last shared something productive about Hivernum Odyssey. This is due to complications regarding the lack of resources for development.
📢 Check out the post Introducing Possibly the Next Best Game Powered by the Hive Network Called Hivernum Odyssey
Here is something interesting that @simplegame shared in the HiveDevs server.
We, as game developers, really don’t have much interest in learning all the documentation or becoming full-stack developers. There’s no need for that in our experience, since there are countless ways to work with game development without having to build everything from scratch. Even with the collaboration of another developer who worked on the Ethereum network, the lack of an SDK or easy-to-handle Hive API makes it a bit laborious. This is based on our ideas for the game.
Maybe if the focus were on a simple casual game, like the ones already on the Hive network, this would be easy to work with. But that’s not our case.
This could be reflected in the proposal Hive Gaming Services (Native SDK for Game Engines Written in C++) by @rhemagames, though I still think the requested amount is a bit above what’s necessary.
💬 Use of RC
func _ready():
var json_string = '''
{
"id":2491.355,
"result":{
"total_vesting_fund_hive":"3.042 HIVE",
"total_vesting_shares":"18634.003769 VESTS",
As mentioned earlier, the interest is in really using some interesting resources on the Hive network that return to the game. And the main utility that was considered couldn’t be anything less than Resource Credits (Hive Power). This will be an interesting point to encourage the player to add a necessary amount of Hive Power to their account.
The initial use of this resource will be the amount of energy in your account, that is, the number of actions in the game before it runs out. Not necessarily the amount of Resource Credits will be exactly how much you have (This could be a balancing problem between whales and minnows). Rather, it would be a proportional division of it. An example table below, starting with a minimum of 10 Hive Power.
Hive Power | Total Energy |
---|---|
10 or less | 20 |
50 or more | 40 |
100 or more | 70 |
500 or more | 100 |
1000 or more | 200 |
Table entirely suggestive, with values for example purposes only
But wasn’t the focus supposed to be on the diversification between Play2Earn x Play2Fun? Although I’ve kept a commitment to this, we must remember that this is a Web3 game, and the need to avoid exploiting all the content of the game without any investment is something that cannot happen. Someone could easily spend a few good hours earning things for free, while those who are really investing and acquiring digital assets in the game could fall behind due to time constraints.
This might be the least we can do to encourage people to acquire and maintain the $HIVE token in their accounts.
💬 Issues with private keys
Another point I need to raise in this post relates to account creation directly through the game. That is, there’s an option to integrate HiveSigner for its simplicity and ease of use. However, how could we use the information obtained during gameplay without linking it to the blockchain?
It wouldn’t be pleasant to ask players to share their keys with a game. So, we could use an encrypted method to obtain the key, then convert the information and send it to another page through WebKit, returning the information without obtaining private details.
func _ready():
var private_key = "123456abcdef" # Suppose this is the simulated private key, obtained after OAuth authentication
var shuffled_key = shuffle_key(private_key)
print("Original private key: ", private_key)
print("Shuffled private key: ", shuffled_key)
# Function to shuffle the private key string
func shuffle_key(key: String) -> String:
var char_array = key.split("") # Converts the string into an array of characters
char_array.shuffle() # Shuffles the characters in the array
return String(char_array) # Converts the array back into a string
This is still an issue that needs to be addressed in another way.
💬 Eye Candy
In the next post, I intend to advance some more complete details about the remaining functionality, as well as, of course, share with you the first free characters to start with. Just a reminder to everyone, new characters can be minted at the cost of $HIVE and can be sold in the future.
The Alpha version will not include any earnings or multiplayer functionality, be aware of that. However, these will also have a more robust Beta version in the future.
There’s also the possibility of including a pre-sale of access to the Alpha version and exclusive characters.
Posted Using InLeo Alpha
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