248704
crunklez

@crunklez #248704

UI & sprites at /cattown | Previously iOS at Monzo
492 Follower 348 Following
love seeing the weekly fishing tournament give a bump to someones start of week
I love hearing stories like this and it perfectly captures what I think early, casual friendly onchain games will do best - onboard and teach

appreciate you sharing @jhazzrhy
Does anybody have any idea how to become a member of a channel now? Seems I can't really post anywhere

/base-builds
I've been pretty quiet on here, hopefully will get some time to update you all on what we've been cooking

here's a sneak peak amongst some other things..

This is all WIP stuff, be aware that some things may change!
thoughts on the new supermarket..? 💙
This week I built the bank and staking in @cattown. It lets players lock up their KIBBLE in the town bank to earn extra rewards and bonus'. Additionally, we want the player to be able to explore each area, so naturally you can walk around and (soon) interact with things

Features:
- Floof (ETH) bonus on any Cats you have
- Radically boosted Tiny Tony ticket rewards when you lock in your stake
- Decayed rewards over time when unlocking
im def gonna be minting a bunch of these today
I'll never get bored of the creativity of our player base

you guys are amazing 💜
In case you missed it, here's a conceptualisation of a revamp of the Cat / Floof yield system in Cat Town

@shua85 made a great concern that I didn't address in this post - the system is UNCHANGED. You are still earning "floofs" below the surface (or actually, furballs if you want to get technical and close to the contract itself)

All of these future changes are only to improve UI / UX and will not change anything when it comes to yield. If players think this system is actually worse we won't be implementing it.

Let us know your thoughts!
This week I built a work in progress conceptualisation of what Cat Town yield might look like in the absence of "Floofs", the smaller denominator to "Cats" in Cat Town.

This is a UX / onboarding challenge that we're tackling at the moment to help reduce the complexity of getting started in @cattown.

We've tried to solve several issues:
- Not showing fractional cats are lost when combining (to be efficient you gotta try and combine when your cat value is close to a whole value like 2.01)
- Renaming "Combine" to "Recruit" to create a bit of world building that will make more sense later
- Not showing the fact the user is earning a ticket when recruiting (previously combining)
- Pricing things in "Cats" rather than "floofs" or ETH when making a purchase
- Changing "Sell" to "Claim" to further explain that this is your yield, nothing is being "sold"

There are several other issues that this solution solves, but there are too many to list!
gm data enjoyers

We're looking for someone to work with (preferably from within the
@cattown community) who likes data / building Dune dashboards

If it's something you've always wanted to look at and need time to figure things out, that's also fine - we're not in a mad rush and we can help out where possible

If you want to find out more just hit me up in DMs or crunklez on Telegram tyty
gm villagers and data enjoyers

We're looking for someone to work with (preferably from within the
@cattown community) who likes data / building Dune dashboards

If it's something you've always wanted to look at and need time to figure things out, that's also fine - we're not in a mad rush and we can help out where possible

If you want to find out more just hit me up in DMs or crunklez on Telegram tyty
gm data enjoyers

We're looking for someone to work with (preferably from within the @cattown community) who likes data / building Dune dashboards

If it's something you've always wanted to look at and need time to figure things out, that's also fine - we're not in a mad rush and we can help out where possible

If you want to find out more just hit me up in DMs or crunklez on Telegram tyty
ITAP today of a lake in Ireland. Don't let the blue skies confuse you, it was definitely Ireland
Channeling lake energy in anticipation for the fishing competition tonight
This week I built a new supermarket flow that's not only more pleasing visually, but also has a better experience for the user

It allows for:
- Selling NFTs from three different collections without the user being aware
- When selecting multiple items from different NFT collections the approval process will be batched on smart wallets and chained on dumb wallets
- the flow only approves the NFTs that you're interacting with. Selling items in one collection and none of the others? no problem, doesn't bother you about them
This week I built the beginnings of our Cat Town game engine and implemented Autumn sprite configurations.

The game engine currently supports:
- Player movement (click to move or click and hold)
- Camera boundaries and pinning / panning
- Seasons, events and times of day
- Efficient sprite canvas drawing
- Sprite action handling

This is the first step in opening up Cat Town a bit and allowing player navigation and villager interactions. We're demoing it currently in our Town Square and it'll be the primary way to access the new Gacha feature we're releasing this week.

Going forward this will be the standard, and eventually would like to revitalise our fishing mini-game to allow for some minor player movement too where it makes sense
Nominate @cryptoji for this amazing video

These guys have had creativity on tap the last few weeks, cooking very hard 👏👏
just a very light Saturday UX cook

nice reusable component for handling
- KIBBLE approval / reapproval when needed
- KIBBLE spend with dynamic contract configuration
- Chained transactions (on click -> approve & spend)
- Balance detection with call to action

as a user we take simple buttons / footers like this for granted, but they can be the most challenging to create cleanly in a reusable manner
Honestly, hosting a competition and using @moshicam to facilitate it was amazing. If your project hasn't created a border or you're an artist I recommend it highly

Can't wait until we get to build on moshicam again
This week I designed and built a gacha machine for @cattown

The gacha machine is based off Japanese gacha toy machines and we branded it the "Lucky Cat" gacha machine. Players get 5 tries per day and collecting all of a series of toys will grant a 1% yield bonus in Cat Town. There are also super rare treasures to collect and sell!

The stages of gacha interaction are:

1. Click the gacha
2. Approve spend and purchase a capsule
3. The gacha plays a looping rumbling animation until the gacha NFT lands in your wallet
4. Upon receiving the update the machine decides what color to show (8 possibilities), dropping the capsule
5. An "opening" animation occurs using the same capsule color and then displays a result modal showing your prize! (I haven't included this because we haven't released yet!)

Been really fun building this, looking forward to our next mini-game
So originally when we started @cattown we didn't anticipate it growing beyond an idle game. Four months later here we are building our own game engine simply because:

1. We believe it's the best for the project to grow to what we think it can become
2. Because we can

I wouldn't recommend building your own game engine, but for us it allows for immense flexibility on how we build onchain and to ensure the vision ends up where it needs to be
If you're a new player this is a fantastic community built resource for @cattown

If you're an experienced player and have feedback, let Jlord know what you'd think could be improved upon!