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Sell Wall info
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Damelon

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Sell Wall info
« on: October 23, 2014, 11:34:45 am »

Hi people,

The question has been asked when will we cease the Issuer sale of DORCS assets and allow the price to float, well we are near to that point.

We are doing one more fund raiser to the BTC community via SecureAE and our own website http://www.lythmmo.com
We have therefore topped up the sell wall one last time to facilitate this fundraiser.

When will we pull the Sell Wall?
Once this is completed, which we anticipate by mid-November, then as long as we have sold more than 200k assets in total (we are at 171k now)
we will remove the sell walls and will not sell any more assets from the issuing account until at least after the game Alpha has been launched.


If something does horribly wrong and we need to place another sell wall/fund raiser then we will announce this 2 weeks in advance in this forum thread.

Moving Pictures!
We also can show you the Latest build of the game

As you can see, we've gone to basics for now. The build isn't called 0.0.12 for nothing ;)
We're testing movement interface, combat, interaction and building.
It will become more populated in the end :D

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Come-from-Beyond

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Re: Sell Wall info
« Reply #1 on: October 23, 2014, 12:48:25 pm »

Watching this thread.

PS: Btw, check what I've seen - http://s9.postimg.org/3pnrakrfx/combo.png
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Damelon

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Re: Sell Wall info
« Reply #2 on: October 23, 2014, 12:49:07 pm »

Watching this thread.

PS: Btw, check what I've seen - http://s9.postimg.org/3pnrakrfx/combo.png

What the hell?!
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Come-from-Beyond

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Re: Sell Wall info
« Reply #3 on: October 23, 2014, 12:53:13 pm »

What the hell?!

I said exactly the same.
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Qwitnix

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Re: Sell Wall info
« Reply #4 on: October 23, 2014, 01:48:23 pm »

oooooh pretty!
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Sebastien256

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Re: Sell Wall info
« Reply #5 on: October 23, 2014, 02:06:42 pm »

Hey nice progress, I did not knew you were there in the development of the game. I just bought some of the DORCS assets.
Keep up the good work!
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cobaltskky

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Re: Sell Wall info
« Reply #6 on: October 23, 2014, 02:31:40 pm »

BUY BUY BUY lol

How do I sign up to be an alpha tester? :)
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jefdiesel

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Re: Sell Wall info
« Reply #7 on: October 23, 2014, 03:27:07 pm »

Watching this thread.

PS: Btw, check what I've seen - http://s9.postimg.org/3pnrakrfx/combo.png

Combo us. FOR THE WIN.
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rlh

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Re: Sell Wall info
« Reply #8 on: October 23, 2014, 03:32:53 pm »

I haven't seen the video, but I can see the image CfB posted.

I tried to find a reference to what I'm about to describe but that can be hard to do on a cell.  I think I read about this 6-7 years ago on a Siggraph paper, but I could be wrong.  Anyway...

I don't know if your textures are mock-ups for the terrain but I suggest you guys implement the following "endless-terrain" technique that is rather simple.

Back when textures were beginning to be layered, crafty developers (probably working with Carmack) decided to make all of their tiles dimensioned so that each side of the tile was [base unit width] x [small prime number] pixels long.

For instance, if a base unit value is specified as 100, all terrain textures were dimensioned such that each tile was 100 times some small prime number pixels in length.

This meant they could create three textures for each type of terrain (like dirt, or grass) and so long as each tile used a different prime number multiple, they could create "endless terrain" by layering 3 textures.

As an example, let's say you want to create terrain tiles for dirt.  You would create 3 dirt textures, intended to be alpha-blended together for the end result.  Texture #1 would be 300px x 300px (100x3), texture #2 would be 700px x 700px (100x7) and texture #3 would be 1,300px x 1,300px (100x13).

When you draw your ground, these three textures can be tiled on top of one another and alpha blended.  Since these tiles are each of a different size determined by prime numbers, the blended result won't repeat for a total of 300 x 700 x 1300 (or 273,000,000) pixels!

If you implement this with grass, water, dirt, pebbles, sand, etc. you can create a much prettier looking environment with minimal effort.  I'm not sure about the engine you are using but I believe that this was initially employed using the Quake III engine.  I think you guys are using Unity?  Hopefully it's optimized enough to handle this black-magic. ;)

Anyway, I'm not knit-picking your work but this is a rather simple update that can have a HUGE impact on the quality of your results.  I thought it was worth mentioning.
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jefdiesel

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Re: Sell Wall info
« Reply #9 on: October 23, 2014, 03:44:47 pm »

I haven't seen the video, but I can see the image CfB posted.

I tried to find a reference to what I'm about to describe but that can be hard to do on a cell.  I think I read about this 6-7 years ago on a Siggraph paper, but I could be wrong.  Anyway...

I don't know if your textures are mock-ups for the terrain but I suggest you guys implement the following "endless-terrain" technique that is rather simple.

Back when textures were beginning to be layered, crafty developers (probably working with Carmack) decided to make all of their tiles dimensioned so that each side of the tile was [base unit width] x [small prime number] pixels long.


For instance, if a base unit value is specified as 100, all terrain textures were dimensioned such that each tile was 100 times some small prime number pixels in length.

This meant they could create three textures for each type of terrain (like dirt, or grass) and so long as each tile used a different prime number multiple, they could create "endless terrain" by layering 3 textures.

As an example, let's say you want to create terrain tiles for dirt.  You would create 3 dirt textures, intended to be alpha-blended together for the end result.  Texture #1 would be 300px x 300px (100x3), texture #2 would be 700px x 700px (100x7) and texture #3 would be 1,300px x 1,300px (100x13).

When you draw your ground, these three textures can be tiled on top of one another and alpha blended.  Since these tiles are each of a different size determined by prime numbers, the blended result won't repeat for a total of 300 x 700 x 1300 (or 273,000,000) pixels!

If you implement this with grass, water, dirt, pebbles, sand, etc. you can create a much prettier looking environment with minimal effort.  I'm not sure about the engine you are using but I believe that this was initially employed using the Quake III engine.  I think you guys are using Unity?  Hopefully it's optimized enough to handle this black-magic. ;)

Anyway, I'm not knit-picking your work but this is a rather simple update that can have a HUGE impact on the quality of your results.  I thought it was worth mentioning.

Thanks for the tip! We'll pass on to our game devs.
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Damelon

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Re: Sell Wall info
« Reply #10 on: October 23, 2014, 05:25:09 pm »

I don't know if your textures are mock-ups for the terrain but I suggest you guys implement the following "endless-terrain" technique that is rather simple.

Thanks indeed for the info.
Everything you see now is only for "test" purposes, and does not show what the game will look like, but just phases in testing :)
Our client devs are very experienced guys who have their own production studio in Sweden.

I ám glad people are thinking with us, though. We've sent it to them. :)
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profitofthegods

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Re: Sell Wall info
« Reply #11 on: October 23, 2014, 06:29:06 pm »

If you sell more assets after the Alpha launch how will you determine the price to sell at?
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Re: Sell Wall info
« Reply #12 on: October 24, 2014, 10:11:31 am »

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Damelon

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Re: Sell Wall info
« Reply #13 on: October 24, 2014, 12:11:07 pm »

Damelon: Did you see this ?
http://bitcoinist.net/spells-of-orbital-the-first-game-with-blochchain-technology/

Hadn't seen this one yet.

My alarm went off when I read "Premium" currency. :(

I distinctly dislike any game that gives people a leg up by providing ways to pay to win.
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rlh

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Re: Sell Wall info
« Reply #14 on: October 24, 2014, 02:22:34 pm »

I only skimmed the article but it sounds like they are wrong.  If they were releasing soon, then yes, this might be considered the "first game" to use cryptocurrency.  However, if they are in a crowd-funding/early-dev stage, then Lyth is likely ahead of them.

Oh, and to be completely true to the topic, someone did, in fact create an RPG that used solidcoins.  I never really played it but I think Everquest, or something, opened an old version of their game?  Anyway, it was a game from an open-spurce project and someone integrated crypto as the currency.  It was pretty cool, but it's been dead for years, and no one really played it.
« Last Edit: October 27, 2014, 11:11:52 am by rlh »
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mjgrae

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Re: Sell Wall info
« Reply #15 on: October 26, 2014, 07:04:13 pm »

Looks like 30k assets were gobbled up a few days go. Can we get confirmation if that means you have hit the funding goal and that the project will move forward or not?
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Damelon

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Re: Sell Wall info
« Reply #16 on: October 26, 2014, 07:17:21 pm »

We have nearly hit the funding goal of 200K assets, yes (give or take 5000 assets).
If we reach this number by half november (which I hardly cannót see happening), we'll pull the sell wall at that time, yes :)

We've been rather amazed by the large buys we got the last days, so we are very happy!

Edit: just to make clear: the project already ís moving forward. These extra funds make some more things possible for us though (like extra unity assets and more extra space now that the Nxt price is lower)
« Last Edit: October 26, 2014, 07:19:41 pm by Damelon »
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mjgrae

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Re: Sell Wall info
« Reply #17 on: October 27, 2014, 03:38:48 pm »

We have nearly hit the funding goal of 200K assets, yes (give or take 5000 assets).
If we reach this number by half november (which I hardly cannót see happening), we'll pull the sell wall at that time, yes :)

We've been rather amazed by the large buys we got the last days, so we are very happy!

Edit: just to make clear: the project already ís moving forward. These extra funds make some more things possible for us though (like extra unity assets and more extra space now that the Nxt price is lower)

Thanks for the quick reply. Cheers, mate.

Looking forward to what you guys can do.
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