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Topic: CryptoKingdom Uncensored - page 4. (Read 69695 times)

full member
Activity: 260
Merit: 105
A Lingering Ghost
February 05, 2019, 05:19:33 AM
Hiya,


I think I'm the only one currently planning anything new to be implemented. I'm not sure where the others have gone, or if there's a big revelation any time soon. Perhaps, there was definitely a prototype under development by Loaf & the gang with a preliminary web interface up. If the development is still active, I've been dropped out of the loop though, so I wouldn't know.



As for me, I implemented a basic grid-based world in Java that was saved in a SQL database that could've worked as a back-end for a game inspired by CK. Why I say "inspired by CK" is that I'd like to make a game with some similarities, but it's definitely not going to be "CK v2" per se Smiley this project is publicly on GitHub, but I'm thinking of retiring it as a dead end.

Since I developed my prototype, I realized that it's basically a very basic tile-based engine for a block world that doesn't really add much worth on top of all the other engines out there. In fact, it was probably much worse than some back-ends that I could've adopted straight out-of-the-box.

Since then I've been revamping my ideas of development; instead of going for such back-end for the game (based on e.g. SQL database or local copy of game state), I've been playing around with the ideas of developing a blockchain that could support such a game. Naturally a blockchain-emergent implementation comes with the pros and cons of a blockchain's inherent properties. The game would be fully functional based on a blockchain, which would make it unique. Storing data / (data) transactions on blockchain of course imposes severe limitations on what game functionality could be implemented, so I'm approaching it in small steps. I've been sketching out a "white paper" of my ideas, though I don't want to put a date on it. It's on Overleaf as a LaTeX document if anybody's curious, but it's really crude though.

Doing something similar to CK is a massive undertaking, and I'm doing it in my spare time on top of my post-doc / family life. I'd greatly appreciate if there would be volunteering enthusiastic individuals out there willing to contribute to such an open source crypto-related initiative, as this would increase the chances of success drastically. So feel free to poke me over a private message and/or IRC (Syksy @ freenode), and I can also give you my personal email.

Naturally I'd love to see others activate, even if they don't want to contribute to my particular approach on this. I'm already grateful to certain individuals, who have been kind enough to share their insight into such a project. I can't make promises as this project cannot take main priority in my life, but it's definitely something that I think is very interesting and worth pursuing in my spare time.



Nice to see old familiar faces around Smiley feel free to chat me up on IRC, though I might respond with a delay. I also have a Discord channel up for my various projects. I am anyway pursuing my hobbies as a game dev (just implemented an "Oregon Trail in Space" in Global Game Jam '19 a week ago, was refreshing to get to implement a whole albeit small game).

newbie
Activity: 5
Merit: 0
February 05, 2019, 02:57:15 AM
Back for a dose of nostalgia.
Is something still going on?
sr. member
Activity: 264
Merit: 250
January 30, 2019, 09:44:56 PM

Indeed 2018's been a harsh year overall, and CK and its derivatives have also been more or less under hibernation. I think it's quite natural given the circumstances. But here's hoping for a solid 2019, happy holidays to all!

Cheers. I haven't given up on my engine despite my GitHub commit's having been focused on my research work focused projects and other (gaming) hobby projects. There's a game jam on Jan 25-27, which I might be able to use as a playground for having this as the back-end, will see Smiley


Of ALL my worthless bags, CK is the one I would most like to see make a comeback, such a good idea, still is!

@Syksy, thanks for keeping the candle burning Smiley
full member
Activity: 260
Merit: 105
A Lingering Ghost
December 24, 2018, 11:22:16 AM
Any news from @loaf on dev work?

Unfortunately no news from the Slack at least that I'd be aware of, there was a preliminary test version though.
My GitHub project is up and openly avaible though only slowly progressing, so I'll holler out if/when something notable happens on my end.


Thanks Syksy, hopefully we all survive the crypto winter and CK can live again during the next bull market, the idea is still solid.

Indeed 2018's been a harsh year overall, and CK and its derivatives have also been more or less under hibernation. I think it's quite natural given the circumstances. But here's hoping for a solid 2019, happy holidays to all!

Cheers. I haven't given up on my engine despite my GitHub commit's having been focused on my research work focused projects and other hobby projects. There's a game jam on Jan 25-27, which I might be able to use as a playground for having this as the back-end, will see Smiley
sr. member
Activity: 939
Merit: 256
December 15, 2018, 09:12:20 PM
Any news from @loaf on dev work?

Unfortunately no news from the Slack at least that I'd be aware of, there was a preliminary test version though.
My GitHub project is up and openly avaible though only slowly progressing, so I'll holler out if/when something notable happens on my end.


Thanks Syksy, hopefully we all survive the crypto winter and CK can live again during the next bull market, the idea is still solid.
member
Activity: 130
Merit: 14
November 23, 2018, 02:22:21 PM
Any news from @loaf on dev work?

Unfortunately no news from the Slack at least that I'd be aware of.....

what a damn shame!
full member
Activity: 260
Merit: 105
A Lingering Ghost
November 18, 2018, 05:16:04 PM
Any news from @loaf on dev work?

Unfortunately no news from the Slack at least that I'd be aware of, there was a preliminary test version though.
My GitHub project is up and openly avaible though only slowly progressing, so I'll holler out if/when something notable happens on my end.
sr. member
Activity: 939
Merit: 256
November 07, 2018, 12:39:55 AM
Any news from @loaf on dev work?
member
Activity: 196
Merit: 10
The Premier Digital Asset Management Ecosystem
September 28, 2018, 04:37:15 PM


That is pretty surreal :/

It was quite widely covered in Finnish news; naturally, caught quite a lot of attention among people within these circles as expected.
At least the news said they suspect that the fire started from electricity equipment owned by some renovation team at site.
Of course nobody knows for sure yet - I don't think anybody's ruled out any more sinister alternatives either.


Wow, just discovered what happened to risto's castle, is this karma?

Wow story, they seriously think that this was due to electricity. Now they will blame people because they did it, but in fact, it can be burned.
sr. member
Activity: 939
Merit: 256
September 28, 2018, 04:33:51 PM


That is pretty surreal :/

It was quite widely covered in Finnish news; naturally, caught quite a lot of attention among people within these circles as expected.
At least the news said they suspect that the fire started from electricity equipment owned by some renovation team at site.
Of course nobody knows for sure yet - I don't think anybody's ruled out any more sinister alternatives either.


Wow, just discovered what happened to risto's castle, is this karma?
member
Activity: 130
Merit: 14
September 14, 2018, 02:04:58 PM
Holy Smoke!
full member
Activity: 260
Merit: 105
A Lingering Ghost
September 13, 2018, 05:46:36 PM


That is pretty surreal :/

It was quite widely covered in Finnish news; naturally, caught quite a lot of attention among people within these circles as expected.
At least the news said they suspect that the fire started from electricity equipment owned by some renovation team at site.
Of course nobody knows for sure yet - I don't think anybody's ruled out any more sinister alternatives either.
newbie
Activity: 111
Merit: 0
September 13, 2018, 11:57:55 AM
The KISS technique is manual payouts on pull back (which occur after the player needing to pull back executes a CONSUME or GIVE; I'd recommend GIVE to the store as this stays away from the need to ever make new M tokens). That can be made more secure with multisig (at least two individuals need to support blockchain installments).
jr. member
Activity: 50
Merit: 5
September 13, 2018, 11:54:58 AM
Let me guess there were a bunch of private keys on paper in there too?
legendary
Activity: 2198
Merit: 1150
Freedom&Honor
September 13, 2018, 10:05:54 AM
member
Activity: 130
Merit: 14
September 13, 2018, 08:48:41 AM
Malla burned down  Shocked  Cry

full member
Activity: 260
Merit: 105
A Lingering Ghost
September 02, 2018, 02:11:27 PM
Alrighty, so I promised a bit of a demo on what I've been working on.

Awesome, you give us remaining Ck'ers some hope Syksy, thanks man Smiley

Thanks for the cheer-up, I was already getting the feeling of a bit apathy since nobody responded anything here or in Slack Smiley cheers.
Committed today some new stuff, but it's baby steps. I'll report when there's something truly interesting in comparison to the previous showcase(s).
sr. member
Activity: 756
Merit: 268
August 31, 2018, 09:08:40 PM
Alrighty, so I promised a bit of a demo on what I've been working on.

Awesome, you give us remaining Ck'ers some hope Syksy, thanks man Smiley
full member
Activity: 260
Merit: 105
A Lingering Ghost
August 27, 2018, 01:25:38 PM
Alrighty, so I promised a bit of a demo on what I've been working on.


So it's abstraction of a rectangle grid-driven world, basically a game engine, called Cipher. It is publicly available for any and all in Github, and I'd naturally love it if anybody would like to pitch in - though I suspect it'll be a solo project for the time being. It is a back-end, although I did for example implement a simple graphics render engine so I could showcase what's happening under the hood. The engine is built in Java, and I was planning to work on a front-end, but it's been on hold for the time being while the engine itself is tested on command line.

Below is an example run of creating a simple "world" with one building and a sort of a fence around it. The cubes (="tiles") or the walls (="edges") do not yet have characteristics per se, although their respective characteristics tables already exist in the database. I'm hoping to maintain a level of abstraction, so that the engine itself could be extended to suit many varying types of needs; let's say anything from a Crypto Kingdom like macro economy city sim to a 4X space game where e.g. solar systes are tiles or something.

Here's a run on the console as well as PNG output of what the example world looked like:

Code:
run:
Successfully connected to the dummy Cipher PostgreSQL database
Starting Cipher command line...
Enter commands following by a line change with a spacebar as the delimiter for parameters.
Type 'help' for a list of commands or 'q'/quit'/'e'/exit' for stopping this process.

> # Hey there! This is a comment. I'm now about to demo a bit of the tiles and edges that create the world for the Cipher engine.
> % This is also a comment. Anyway, here are some actions that are currently implemented to interact with the underlying PostgreSQL db:
> help


 == Cipher command line help ==
 {opt1/opt2} indicates options opt1 and opt2 as feasible choices.
 List of parameter types are shown in square brackets following the parameter list itself.
 If you want to comment, start the line with character '#' or '%'
 ...
 {help/h/commands}: this help file
 create {tile/edge}: Create a tile or an edge depending on the first parameter (further parameters required as indicated below)
 create tile x y z symbol [INT INT INT CHAR(1)]
 create edge x y z face symbol [INT INT INT INT CHAR(1)]
 delete {tile/edge}: Delete a tile or an edge depending on the first parameter (further parameters required as indicated below)
 delete tile x y z [INT INT INT]
 delete edge x y z face [INT INT INT INT]
 render {tile/edge/map}: Create a PNG representation of the object
 render tile x y z [INT INT INT]: - -
 render edge x y z face [INT INT INT INT]: - -
 render map: - -
 print {map/tiles/edges}
 verbosity {0/1/2/...} [INT]: Set level of verbosity (0 = silent, 1 = standard, 2 = debug)

> # Not entirely up to date, but gives the rough idea :/ so, I emptied the database for illustrative purposes; let's check!
> print map
Construcing a tile/edge map...


Fetching tiles...

Fetching edges...
Map x width 0, y depth 0, z height 0
Tiles in map:

Edges in map:

> # Uh oh. No tiles or edges. Tiles are the "cubes" or voxels that are essential building blocks of for the world.
> # Edges are the sides (2-dimensional surfaces really) that lie between all potential tiles. They can be interpreted to represent such objects as doors, fences, walls, etc.
> # For the time being only placeholder tiles and edges exist that do not inherently represent any characteristics yet (r13 atm)
> # So let's create a 2x2x1 "house" placeholder!
> create tile 0 0 0 #
Creating tile...

Create tile call returned with: true
> # A bit too verbose, let's reduce it a bit.
> v 0
> create tile 0 1 0 #
Create tile call returned with: true
> create tile 1 0 0 #
Create tile call returned with: true
> create tile 1 1 0 #
Create tile call returned with: true
> print map
Construcing a tile/edge map...


Fetching tiles...

Fetching edges...
Map x width 0, y depth 0, z height 0
Tiles in map:
Tile {1,1,0}
Tile {1,0,0}
Tile {0,1,0}
Tile {0,0,0}

Edges in map:

> # The world now has cubes at {x,y,z} positions indicated above, a placeholder for a future 2x2 house with a single unit height.
> # So, while tiles contain the cube, edges could be used to e.g. create a fence around the house. Let's create a fence against any potential intruders!
> # The last input right now is a symbol for both creating edges and tiles, which is deprecated. This was useful for me when I was inspecting my creations in ASCII, but now I'm using naive 2d rendering.
> # Let us begin; let's create a wall that points to the NORTH (an enum represented by value 0)
> create edge 0 2 0 0 -
Create edge call returned with: true
> create edge -1 2 0 0 -
Create edge call returned with: true
> create edge -2 2 0 0 -
Create edge call returned with: true
> create edge 1 2 0 0 -
Create edge call returned with: true
> create edge 2 2 0 0 -
Create edge call returned with: true
> # Now we have secured our northern perimeter! Let's check what is inside the database...
> print map
Construcing a tile/edge map...


Fetching tiles...

Fetching edges...
Map x width 5, y depth 3, z height 1
Tiles in map:
Tile {1,1,0}
Tile {1,0,0}
Tile {0,1,0}
Tile {0,0,0}

Edges in map:
Edge {2,2,0} with facing NORTH
Edge {1,2,0} with facing NORTH
Edge {0,2,0} with facing NORTH
Edge {-1,2,0} with facing NORTH
Edge {-2,2,0} with facing NORTH

> # Yup, it's there. Let us finish our fine little "castle" by covering it from each side. An enum class exists for the edge facings, with 0 = NORTH, 2 = EAST, 4 = SOUTH, 6 = WEST.
> create edge 2 2 0 2 -
Create edge call returned with: true
> create edge 2 1 0 2 -
Create edge call returned with: true
> create edge 2 0 0 2 -
Create edge call returned with: true
> create edge 2 -1 0 2 -
Create edge call returned with: true
> create edge 2 -2 0 2 -
Create edge call returned with: true
> # East wall is ready. Let's make the SOUTH and WEST walls too.
> create edge 2 -2 0 4 -
Create edge call returned with: true
> create edge 1 -2 0 4 -
Create edge call returned with: true
> create edge 0 -2 0 4 -
Create edge call returned with: true
> create edge -1 -2 0 4 -
Create edge call returned with: true
> create edge -2 -2 0 4 -
Create edge call returned with: true
> create edge -2 -2 0 6 -
Create edge call returned with: true
> create edge -2 -1 0 6 -
Create edge call returned with: true
> create edge -2 0 0 6 -
Create edge call returned with: true
> create edge -2 1 0 6 -
Create edge call returned with: true
> create edge -2 2 0 6 -
Create edge call returned with: true
> # Cool! We should have a 2x2 house surrounded from each side. Not very comfy maybe:
> print map
Construcing a tile/edge map...


Fetching tiles...

Fetching edges...
Map x width 5, y depth 5, z height 1
Tiles in map:
Tile {1,1,0}
Tile {1,0,0}
Tile {0,1,0}
Tile {0,0,0}

Edges in map:
Edge {2,2,0} with facing NORTH
Edge {2,2,0} with facing EAST
Edge {2,1,0} with facing EAST
Edge {2,0,0} with facing EAST
Edge {2,-1,0} with facing EAST
Edge {2,-2,0} with facing EAST
Edge {2,-2,0} with facing SOUTH
Edge {1,2,0} with facing NORTH
Edge {1,-2,0} with facing SOUTH
Edge {0,2,0} with facing NORTH
Edge {0,-2,0} with facing SOUTH
Edge {-1,2,0} with facing NORTH
Edge {-1,-2,0} with facing SOUTH
Edge {-2,2,0} with facing NORTH
Edge {-2,2,0} with facing WEST
Edge {-2,1,0} with facing WEST
Edge {-2,0,0} with facing WEST
Edge {-2,-1,0} with facing WEST
Edge {-2,-2,0} with facing SOUTH
Edge {-2,-2,0} with facing WEST

> # Well, let us then delete a way out - maybe by removing the middle SOUTH edge
> delete edge 0 -2 0 4
Delete edge call returned with: true
> # Alrighty! Now we should have a house, a fence, and a way out. Basic database interaction, but these are just placeholders for future buildings and whatever these surfaces represent.
> # But this is all mumbo jumbo if it's just in console, right? Well, there's a render engine that creates views to the world. It'll export our little world as a PNG so we can inspect it
> render map
Construcing a tile/edge map...


Fetching tiles...

Fetching edges...
> # Okie dokie! That'll do for now - onward to new exciting things :) Demoed with r13 now.
> # Ciao!
> exit

End of main, disconnecting...

BUILD SUCCESSFUL (total time: 15 minutes 13 seconds)

And the output of the command 'render map' is our tiny little "building" surrounded by a "fence", where I deleted an entry point:




Needless to say there's a ton of work to be done. I wanted to do things from scratch, so perhaps you will see more fancy stuff coming from the people who've been front-end orientated while I meddle with this little thing and adventure in the back-end side Smiley
newbie
Activity: 72
Merit: 0
August 27, 2018, 09:41:19 AM
You know it's a piece of the development cycle for business. In the event that a discussion didn't mishandled its clients, at that point those clients wouldn't have any motivation to go off at begin their own gatherings. This is been genuine business since the very beginning. The dominant part of new organizations are begun on the grounds that a client or customer was despondent with the administration level or some part of a business and chose to attempt it all alone.
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