{"dueDate": "1717801200", "extraInfo": "Feel free to pop into our Discord with any questions or just to check in and chill!\nhttps://discord.gg/A9wXRnuP", "extraLink": "https://presskit.manada.dev/project/cloudlines", "projectId": "0x94f342e2f52b95ff2acf970f66f8a47b96628536", "objectives": "Deliverables:\n- Expanding on the social features, how to make anonymous players communicate with minimal moderations and minimal trolling, steering their incentives towards collaborative and positive gameplay >> Journey ping, Partykit websockets, 'live comms'\n- Improve user interaction feedback through particles, animations >> Particle system, Leave particles, House models & decoration\n\n**SOCIAL FEATURES**\nThe social system we want to build is inspired by Journey. There are no avatars in our game (it’s a god game), but we want the players to be aware of each other's online presence and activity and communicate.\nMeanwhile we want to maximise the type of communication that can lead to players working together and having a positive experience with one another.\n\nInspired by the theme of the game, south American Culture and the Tower of Babylon story by Ted Chiang, we are developing a system around a symbolic language.\nPlayers will signal through one another using SIGILS. \nPossibly these identifiers may also play some role in the buildings / looks / ownership, allowing the player to build these SIGILS directly into their buildings; recording a history of communication.\n\nMilestones\n- Implement Partykit or other P2P solution\n- Signal player clicks and interactions\n- Allow player to hold mouse and show stronger signal\n- Allow player to use SIGIL in inventory to signal specific signal\n- Journey VFX effect (particles)\n\n**FEEDBACK**\nTo increase awareness of other players we need systems that telegraph the interaction with the world by the player and also other players. We currently use sound, but we want to expand this to also include a particle system for VFX animations, model animations, and other decorative elements.\n\nRight now the player needs to wait approx. 2s blocktime before the world shows the result of their actions. \nThere are several paths to ‘closing the gap’ in terms of UX / player experience here. The quickest way to do this is to give a certain amount of extra player feedback of something happening, animated leaves flying around when looting the jungle, smoke clouds flying while things are being built etc.\n\nOther options are, building animations (bit too expensive at this point as assets aren’t final); implementing a ‘hold-to-build’ where building something takes X seconds (this introduces some issues but is a legitimately interesting idea, like chopping wood; but also relies on animation/feedback). \n\nIn either case the extra feedback / telegraphing to the user is the first step.\n\nMilestones\n- Develop MVP Particle System for R3F\n- Wind particles, Leave rummage particles, Rain effect\n", "proposalLink": "https://docs.google.com/document/d/1gC41d0qICy-NaFk7lm2jyeskdY8fGUBIEXyDGFK2Ocs/edit?usp=sharing"}