Alright everybody, welcome.
This is Sandow podcast number two podcast about the sandbox Dow and all the things that
are important about that.
With me today is Pepe from Sandrush.
You may have seen his sandbox improvement proposal that is currently on public comment.
Been on there for almost two weeks so we about hit the 14 day period.
After that, then it goes to sandbox, invite the special counsel for a last ditch check,
and then it goes back to us to community for a vote and snapshot.
Welcome Pepe.
Absolutely.
So at the top, what you all are seeing.
Oh, not hearing you say something again, Pepe.
That's because I had you muted my fault.
Say it again.
Say hello everyone.
Hi guys.
Great to be here.
Thanks for having me.
Lansing.
There we go.
All right.
All good.
So as you all can see here, I have on the top are the slides that we'll be going through.
And then on the bottom is the magic palette and all the different details that we'll be
going through for this episode.
This episode is all about the look into the sip process.
So both Pepe and myself have submitted SIPs and Pepe's just a little bit further along
the knife.
But what we decided, what I decided was that the actual creation of an SIP is a little
bit daunting if it's your first time.
So what we're going to do is Pepe and I are going to go through what we answered for ourselves.
And then in that you'll learn more about magic palette.
You'll learn a little bit more about mine and my two sips.
And that way, if you have a sip that you want to create, you can do so.
And now you know how to do it.
So I am noticing though that our our video is popping in out for some reason.
It's gonna be just a second.
Figure out what's going on with that.
Sure.
Can you still hear me?
Yeah, I can still hear you.
It's a video for some reason decides that it wants to not be cooperative.
Trying to refresh it and see what happens.
I mean, we were Oh, you know what?
I know what's happening.
It's going out of focus.
And then that's weird.
That is odd.
All right, cool.
Back in action.
So let's go through the normal stuff that I normally go through whenever I run a podcast.
Here's our introductory slide.
Scope of the talk.
So what does this talk about?
What this talk is about is an investigation and a look into the sips that Pepe and I have
submitted and what we've what our reaction is, as we've interacted with the process.
That's what it is.
It's just it's just a look between two people who just went through it.
And next, we'll get into introductions.
So Pepe, if you wouldn't mind, please tell us a little bit about yourself and how you
got to here.
Thanks.
Yeah, I, I'm involved in the sandbox since the really early days.
I came through creators fund back then.
I was in one of the earliest I was in cell two, I think back then.
There were many, many cells or artists cells that worked on assets.
If you didn't know what the greatest fund did, it was kind of the goal of sandbox to
populate the marketplace with thousands of thousands of high quality assets.
So this is where my journey started.
I was kind of this also brought together really like minded people.
I found my co founders through the greatest fund.
Who are your co founders?
The co founders is Chris, Cecily and Nest.
Nice.
I founded Sandrush a bit more than two years ago now, so we are a legal entity here, which
is in Switzerland.
But our team is all over the world and we are quite this type of metaverse studio widespread.
And yeah, I'm coming initially from architecture, interior design, architecture, design, industrial
design.
But it just was this urge to create something extraordinary and work with voxels was for
me, I never was super deep into, how do you say, 3D modeling, meshes and all that.
But voxel gave me as artists kind of still the option to create and yeah, design.
And yeah, from there we did a lot of really cool projects.
We worked, for example, for cybercoms, one of the striving, still striving and one of
the top web three communities out there.
We build experiences for them.
But our focus was always also a studio building tools and tech for kind of the platform or
the not the platform itself, more like for the user and creators and builders.
And this is where we are right now exactly with our SIP.
Then we will take a bit closer look today.
We have developed one of our tools, why or I would say it's an MVP right now, maybe even
a bit further than just minimal viable product.
And this is where we are right now.
Good, good.
Thanks, Pepe.
So I'm Lancer.
I'm president of MetaWorlds.
We published floor droppers and we have two more that are publishing here in the next
couple months, Portal Run and Lava Defense.
And before that, I was a contract negotiator and contract writer.
I'm also a program manager of a big program.
And so I have a business background and a negotiation background.
So that's why I'm so bought into the DAO because it's the perfect intersection for me of gaming
and business in a way that I have a lot of experience in which is organizing leading
teams and also overarching governance and creating organizations that run efficiently,
effectively and with transparency.
I've also for a number of years led a organization that was kind of like a cross between American
NFL and ESPN where we would organize weekly tournaments of about 400 players and so there's
a whole like volunteer team behind it and then we'd referee the matches and we'd broadcast
them for the PlanetSide 2 MMO FPS game.
And that's the one we broke the Guinness World Record with that we still hold today.
So I'm ecstatic that I'm here, that my road has led me to here in sandbox and I've been
a gamer involved in San Fam since midway through season one.
So Avatar, Land and now the DAO.
So excited to be here on this.
It may not show my face but I am very, very excited to be delving into the DAO.
I've just been eating up as much as I could whether it be those the mochaverse, Saturday
recordings and Twitter spaces or the AMAs.
I'm halfway through the NFC Lisbon fireside chat with Cyril and Seb.
Learned some interesting things about that that I didn't know before.
And so here we are, Pepe and I just running through the SIP process and trying to propose
a proposal.
So if some of you aren't aware of what that means, we'll get that.
We have some our slides here.
We'll show the particulars of all of that.
Before we do so, jumping to the disclaimer, Pepe and I do not represent the sandbox game
or the sandbox foundation.
We speak for ourselves as SanFam community members and we are not your financial or legal
advisors so nothing we say should be taken as financial or legal advice.
Cool.
Let's start the ground floor.
Some interesting facts that are pertinent to what we're going over now.
SIP stands for Sandbox Improvement Proposal.
DAO stands for Decentralized Autonomous Organization.
Each SIP in order for it to be considered to be passed or not requires a quorum.
Right now that quorum is 1% of the sandbox, the sand supply which is 30 million.
So there must be 30 million voting power for a SIP to even be allowed to pass.
After that, then it's a simple 50% majority.
If you own one sand in your wallet, that's one voting power.
If you own one land, that's 4,500 voting power.
How many SIPs have been submitted so far?
Five.
All five have passed.
There are currently two draft SIPs in the forums and you can see here on this bottom
portion of my screen, there's the magic palette here.
So it's under proposal ideas.
If you go to the, go here, underneath announcements and help resources, there's proposal ideas
and underneath that is SIP draft.
And there you'll see magic palette and creator first, the two SIPs that are under public
comment.
Now there are two SIPs that I submitted in the past week.
They have not made it yet to this SIP draft.
They're currently at the foundation for the initial, the initial review before it goes
to public comment.
Interesting.
This thing keeps cutting off every time I click.
Anyways, so that's where we are.
That's where we stand now.
And let's go over the SIP process.
And per there, the forum, step one is you submit your SIP.
Step two is there a project management review by the Sandbox Dow Foundation and its team.
Then it goes through a moderator review, community review, special counsel review.
Then it goes to community voting like the past five did, and then it gets implemented.
So if you're reading that from the forums, you may come across with more questions and
answers.
That's good because that's why we're here.
We're here to show you what that translates into.
So the first thing you do is you submit via the SIP template and we'll show you what that
looks like.
You then email that completed SIP to the Sandbox Dow email.
And that was, you showed you here, right here, sip at sandboxdow.com.
Then it goes to after a brief review between yourself and the Sandbox team to improve it
for prime time.
I think it's posted to the SIP draft section of the forums where it goes under a 14 day
community response.
After that, then it goes to a special council vote, which is Shannon, Fred, Yatsu, Seb,
and I'm missing someone.
Forgive me.
It's going to bug me.
We need to know.
And Jean-Michael.
So that it gets voted on as a yes or no to make sure that it's legal.
It's not redundant.
It meets the vision of the Dow.
And then after that, then after that, then it goes to a vote to the community via snapshot.org
where sandholders and landowners will vote.
So that's where that's the overall process.
Now when you open up your own SIP template to create, you're going to run across big
sections, big headers, title, council recommendation category.
They're too long.
Didn't read the SIP details, voting options, appendix, resubmission, and then everything
happens after that, which is the email it, get it revised, and then go into comment.
So that is a lot.
There's a lot of stuff.
So we're going to break it down.
What Pepe and I did when we answered it for ourselves.
So the first thing you'll come across in the SIP template there is this nice little thing
that says a 10K character limit.
So a SIP should typically follow the below guidelines and template to help the Dow members
make a vote and decision.
Nice little picture.
So Pepe, did you follow the 10K character limit when you did yours?
You did?
It's a good question.
Was it even on your radar?
Did you just, you know, we scroll past this and just went into it?
I did.
Yeah, I did.
But the problem was never told me.
Nobody told me before.
Gotcha.
Yep.
So I only loosely did as well.
I'm minded to bring it underneath that.
But ultimately, no.
But basically, I kind of figured it out because I was reading the snapshot documentation.
So it was more me like figuring out how things can be done.
For example, what can you use?
Can you use video images, markdown formation of your SIP and all that?
And this is where I did stumble over this 10K.
You did?
Yeah.
I did too for my second one.
My first one was about window resizing.
And I think I got it in under 10K.
My second one, which is the roadmap for Simbox or us to create a roadmap, that one is where
I had a lot more difficulty because it was bigger.
It had more to say.
But yours looked pretty healthy.
You've got pictures and you have full details, lots of pictures, which by the way, look awesome.
But then you go like you have a lot.
It is below 10K, but it is stretching this.
But I get the feeling that they're probably not too angry about it if you did.
It's just to keep it to where they don't have to spend 10 days reading the whole thing.
Yeah, I mean, it totally makes sense.
I agree.
It's totally fine.
And I think it's already quite lengthy.
So this is why this and we come to this, I think, this TLDR type of approach.
So you can grasp everything pretty easily.
But a lot of stuff still needs to be explained, especially with projects that are a bit more
advanced and products or in our case, a full fledged app that we did develop.
So yeah.
Gotcha.
It's fair, but yeah, you need to get there.
It's there.
Pay attention to it for what it's worth.
They even highlighted it.
So I imagine they do care about it.
But you know, okay, so the next part is you get to the very top where it tells you to
insert a title.
It was not in my template.
Oh, it wasn't?
Oh, it's in mine.
Now, maybe you're the reason why we've got it, Pepe.
No, it's snapshot.
It's snapshot.
It's not me.
Okay, gotcha.
Yeah, yeah.
Snapshot doesn't allow me.
That's funny.
If you have any questions, by the way, post them in chat.
Okay.
Anyways, so the next part is the title.
The title, it wants you to give a concise description for the SIP.
Then it goes into council recommendation and the category.
So for concise title, Pepe, what was yours?
Magic palette, a powerful design tool for landowners, builders and creators.
Mine was window sizing and resolution options for game client, game maker, Vox editor and
launcher.
And for my second SIP that I sent out last night was create a roadmap for sandbox releases.
All it is just a very, very short sentence where people can read it and then have an
understanding of what it is that you're after.
The shorter, the better.
Yeah.
Yours, one, two, three, four, five, six, seven, eight, nine, ten, eleven, twelve words.
Mine one, two, three, four, five, six, seven, eight, nine, ten, eleven.
So right there next to each other.
Council recommendation, this one they fill out after they discuss, then they, you know,
put it whether it's positive, negative or neutral and that's where in the SIP I think
it was, it shows up in the actual SIP.
Whereas here in the SIP draft, they haven't voted on it yet so you won't see it.
But in the five that did pass, you saw in the beginning.
I'm not exactly sure what this means.
Pepe, do you have any idea of what they're after?
Sorry, can you repeat?
I said I'm not exactly sure what they were getting at here.
What does it mean to have a negative or neutral recommendation?
I really get you scrambled.
Sorry, I can take the switch audio.
Oh you're having trouble hearing me?
No, sorry.
It just drops.
Yeah no problem.
The video freezes every now and again but it's, I can still hear you.
I think everyone else can too.
So what I asked was for council recommendation, did you hear anything?
Yeah, so about the council recommendation.
Yeah.
Yeah, yours is, I imagine yours is going to be positive but do you know any indication
of how yours would be negative or neutral or what that would mean to the council?
No idea actually.
Okay.
I was asking in the early process.
Okay so that's what it looked like there and for what it's worth, they'll probably go back
and do that.
Then here under category, what are you targeting, you have seven different categories to choose
from.
Magic palette, you chose, which one did you choose?
Let me guess game content.
Good question.
Actually I was asking wouldn't be there a bit more diversified categories available
because it's really, at least from my perspective, it's a bit limiting but then again, I mean
I understand that they only want to have a few categories, that's totally fine.
In the end, we were dropped in the game content.
Game content, okay.
Gotcha.
Yeah but then, yeah.
I'm fine with that.
I chose game content as well and then for my second one, for the roadmap, I chose platform
because a roadmap would ultimately just be like an artifact that people can consult like
on the website.
On the, where is it here?
On this website, the roadmap, no it's under vision.
Oh excuse me, under dashboard, you know how they have the allocation of the budget and
all that so to me, I saw it as something like that whereas my first one is the actual game
changes.
But yours is a tool, web-based tool that would then integrate into GameMaker?
No, not directly, at least not at this point.
It's an independent software so GameMaker runs locally so it's standalone and we really
and I also have outlined this in the SIP, we really focused and wanted to be web-based.
There are a few reasons to do that in our case so we just kind of have or we aim for
a data transfer in between GameMaker and our software.
Okay gotcha, data transfer.
Yeah, that makes sense.
So then the categories for me, yeah it's a bit because platform that you just mentioned,
did you see what was in brackets?
It's super stand, finance, yeah like tokenomics and stuff like that.
So this was why it did put me off a bit.
We don't fit here very well to be honest.
But yeah, I guess they, yeah the only thing that concerns me a bit here, I imagine that
a lot of stuff like ours needs to be thrown into game content even if it's not directly
straightforward whatever, making a game or so and it will take away from this kind of
pot of the DAO budget you know.
Gotcha.
This is a bit, yeah so this is why I asked in the early days, couldn't be there a bit
of better allocation and all that.
But we will see and I think Cyril even said in one AMA that there is the option to reallocate
funds to another category you know.
Gotcha, yeah okay.
All right, so now we can get into the next portion underneath title, council recommendation
and category, you'll find the TLDR.
So they want the TLDR up front and then later on you go into the nitty-gritty of your proposal.
So the TLDR is broken down into what, why, how, when, where and who.
First with what, it's just a basic overview of the SIP, it includes purpose, significance,
what's going to be voted on, the why, why should the sandbox do this, why should the
community vote for you, how are you going to do this, what's the team behind it, what's
the budget, when, so you want to describe the phases, the schedule in which you'll be
completing, where, this one we don't fill out, the sandbox team comes back and fills
it in and then who details about who's submitting, so the author.
Let's see, so magic palette, web-based creator tool that leverages voxels of building blocks
to streamline the level design process.
So it's supposed to be beginner and advanced friendly and you can generate maps, swap themes,
customize levels and work with voxel maps.
So what does that look like when it says generate a map?
How do you do that in a web-based tool and then move it over?
Yeah, basically it's exactly as stated here.
We have our app kind of can generate procedural, generate content or in this case maps and
land we will have one generator live in the demo that goes live soon.
Oh, you're going to do a demo soon?
Yeah, sure.
Oh, cool.
Yeah, it's, we need to adjust our, I mean what we have here in the zip is already a
few weeks old as we also said and we're pushing the, you know, the goal is to go live, you
know, live with a demo or a better release kind of so that everybody can try the software.
It will not have or it will have limited export functionalities, but all the rest we already
have in place and actually developing.
And where are you going to do that demo?
YouTube, Twitch, somewhere else?
Oh, no, a demo more like in a way that you really can try yourself, you know, we release
a better version.
Oh, you're going to release an early version.
Okay.
Yeah.
Okay.
Via Sandrush's website?
Magicpalette.io.
Oh, that's right.
You put it at the very bottom.
Also a section we'll go over is the appendix and you have it down here under additional
resources magicpalette.io.
And there you go so you can sign up.
I imagine that pre-register is what will get you into that.
Yeah, exactly.
That's a really nice website.
Just drop us the email and you get in earlier.
At that it's to give you an idea what is possible and what MagicPad can do for you as landowner
or builder.
And yeah, that's one part is this procedural generated map or map generation is really
for the non-builders.
At least it should enable them to get content to their lands really quickly with a few clicks
already.
And the second part is the more I would say advanced approach where we help the builders
and the studios and the guys that daily build in the sandbox with doing the level design
with a really enhanced and also I would say accelerated approach once you get the hang
of it.
So we can kind of design with voxels now and transform them into blocks with MagicPalette.
And this then can be exported to GameMaker.
Okay.
Gotcha.
All right, so that's the what for you.
And what is the what for me?
The what for my window resizing that was simply we request that the sandbox dev team prioritizes
updating the graphics setting to allow for windows resizing and resolution options for
GameMaker, BoxEdit, Sandbox Launcher and the game client.
Whereas a game client does allow for a little bit of that if your monitor is under 1920.
Anything above that you can't mess with your resolution at all.
And so it's been like that since I've since season one since I've been playing.
And so yeah, that's my what.
And then for creating a what's that?
I love it.
It's actually so that's we my team and especially my co founder, Chris, pulls out his hair every
time because he really struggles with it.
I tend to do windowed.
Yeah, I mean, we all know.
I do too.
I do my alt enter.
But not everybody has, you know, that ability to really mess with your window sizing by
by window shortcut keys.
So that's where I want this SIP to tell the sandbox team to prioritize it so we can get
that.
You know, many times I've been in GameMaker wanting to move different assets and stuff
like windows and and use Chrome to do something else.
But I can't because it's like it's huge.
It's stuck.
So I don't know.
And then SIP number two to create an easily accessible roadmap that shows the future updates
for game client blocks, edit launcher, GameMaker and the website.
So all the stuff that they're going to do like version 10 create a roadmap for what's
going to happen version 11 and 12 and 13 and something like that.
So that's my second one.
And yeah, good times.
And I have like a picture of visual when I created it spent like eight hours making just
the visual is insane.
All right.
Next what's after that?
After the why, which is why should the sandbox style do this?
Excuse me, after the what is the why?
And why should the sandbox style do this for a magic palette?
It takes a significant challenge for any platform starting from empty land.
So starting from scratch.
And you put in an interesting stat.
One percent of the 166,000 lands have active experiences.
How did you get that?
How do you figure that out?
I think it's even less.
But I don't know the actual numbers right now.
I just know that there are around more than one K published experiences live.
Yeah, that's a really powerful number that I didn't know that.
Yeah, I know that all not all lands are sold kind of.
So the 166 K or the total full sold map, you know.
Gotcha.
So it's kind of in this ballpark.
I didn't want to go into.
Yeah.
Then you go into there are several barriers that we face as a community.
Great ideas, but not builders or designers themselves.
That's me.
I have 25 different experiences that I have specked out because I'm a creative, I'm a
business person, but I'm not a designer or a builder.
So I'm going into VoxEdit and I have no idea what I'm doing.
I go into to GameMaker and I know how to place a block because I played Minecraft before.
But like the triggers and the messages behind that and all of the it's tough.
I'm not talented at it.
So then I contract and I work with other developers, developer studios like Meta Theory, Eduardo
over at Meta Theory and on the days over at DreamJunk and you know, and I find people
that I could work with to help bring that idea into reality.
Extensive time commitments required for project development.
Yeah.
If I hadn't had for Builders Challenge when we developed Floor Droppers, we only did it
in 14 days, but that is the time we had from when Builders Challenge 1 was announced to
when it started.
So we all worked overtime.
Otherwise it would have taken us a while to build something like that.
How many how many experiences have you built, Pepe?
We have, as I said, we did for clients.
But Build, of course, we did many, but really published or kind of really, it is a high
published experience are just two right now.
Two?
And how long was your longest one?
Was it multiple months?
Multiple months, yeah.
Yeah.
So that's the extensive time commitments.
So from personal experience, you know that.
Insufficient familiarity with tools and game box set and game over.
Yeah.
Although Sandbox does it better than most where I've seen a lot of tutorials, a lot,
and they're constantly streaming on Twitch different facets and different functionalities.
So if you wanted to learn, you can learn.
There is a way to do it.
Limited budgets.
Yes, I'm going to be doing a podcast in the next couple of weeks about the business end
of Sandbox and how my studio was hit pretty hard with the catalyst revamp and the change
from old game maker to new game maker fund, GMF 2023 versus GMF 2024, which is what the
Builders Challenge 1 was.
It's GMF 2024.
And my limited budget was strained really hard.
And so I have problems now with sustainability.
I'm going to do a podcast on the numbers behind that and show you all what my calculations
were and how a new studio like myself.
Video Worlds has only not even been in existence for a year yet.
Even though I've been a lurker as a gamer and a landowner and all that, I didn't really
get into game maker until I discovered Game Maker Fund 2023 back in, I think it was about
February of last year.
That's when I really started like putting proposals together, putting Game Maker Fund
proposals to try and get ideas funded and that sort of thing.
But yeah, there's a big limited budget unless you walk in and you have a big wallet.
So for the vast majority of us, probably not that situation.
Magic palette addresses the obstacles by providing a tool that accelerates the creation process.
That to me is very clear.
I get why that, how that solves a problem.
Requiring much fewer resources and automatically generates a playable experience with just
a few clicks.
That's cool.
And you got this nice little picture here.
I don't exactly understand.
I think I see that it has like a little palette down here where you choose different blocks
that you want and then it generates, like procedurally generates after that.
Yes?
See?
All right.
That's cool.
That's a cool idea.
So like I know I want this lava looking block, this other lava looking block with like lines
through it and then boom, here's what we'll turn into.
Nice.
Very nice.
Okay, so that completes your how or your why section.
For my window resizing sip, my why was...
Oh, I forgot.
I put in my what?
I put these thumbnails that I created myself in GIMP and paint of just normal window resizing
and then the resolution, like how you can click and do more resolutions.
So that took me like two hours.
But it was important to show what we were laughter.
So the why?
For a window resizing to increase the functionality.
Yeah, I mean, I don't think I really need to put a whole lot more but you can resize
things and put out more windows.
I go into depth later on as to how that helps a game maker or a Vox editor or even someone
who's just playing.
And then my why for the roadmap, this one was a little bit deeper.
It gives Sandbox, SanFam and stakeholders an understanding of the release schedule and
it grants us significantly better decision making ability.
This is SanFam Trust and it meets transparency goals.
So there's Seb said during the NSC Lisbon that there are about 330,000 creators in the
Sandbox.
I don't know how he calculated that number but I believe him.
He said it multiple times now.
And there are 800, more than 800 partners.
That's not just brand IPs, that's trusted partners and others.
And so with all of us here in this ecosystem, we need to know how releases and updates are
being made and when to the game maker, Vox editor.
That way all of the creator studios, the artists, the entrepreneurs, business people, we can
align our plans and activities with the direction of the Sandbox.
And right now, I've asked around.
I can't find one on a website.
I don't know where there is one.
Do you know if there is one?
For anything?
No, there is not.
There is not.
It's a good one.
And I mean, partially I know why they do it.
Not.
But on the other hand, as you said, it's so important for this making.
Yeah.
When I'm deciding on what I want to fund, I'm deciding on which one is the cheapest and
gives me something the fastest or which one meets the intent of what Sandbox functionality
is trying to build to.
If I don't know what they're building to, then all I have is the cheapest, most fastest
one.
Not necessarily the best fit.
Well, that's my dilemma.
All right.
Next one is how.
Team and budget required.
So for you, you're seeking 280,000 Sand, which is roughly 140,000 US dollars.
Actually it's 33 cents now.
So a little bit under 100, maybe 120,000 to fund development.
Yes, it's less now.
And I'm a bit, we had these numbers in USD or USDC.
It would be even something that is packed to the dollar.
Maybe I might need to adjust this one because Sandtrop and the volatility of Sand is so
high.
Yeah.
It's a risk for me.
Yeah, it's a risk for me too.
I'm building Lava Defense and I have a contract that I signed with the Sandbox six, eight
months ago.
And so what we agreed on then, you know, volatility of the Sand.
So yeah, I feel you on that.
So launch the magic palette for the builder's team and the landowners of the Sandbox with
a beta release in the upcoming weeks.
And then you go into that later on here.
Okay.
For mine, the how is the dowel issue requests for the window resizing step to the Sandbox
project managers of the listed programs.
That's GameMaker, all that.
To make both resizing program windows and adjusting screen resolutions a high priority fix and
future updates.
That's my how.
And then for creating a roadmap, our how is we propose different options.
The first option was hire the MetaWorlds team.
So hire my team to build it.
We'll build a open kind of like a Google Sheet pivot table macro formula enabled chart system
that will be able to do updates in real time and it's easily accessible.
But option B would be then to have the Sandbox team create their own.
Maybe they don't like that having, you know, our team do it for them.
But instead, so option B would be for them to create it themselves.
And then continuously update it after that.
And I create a mockup of what that would look like.
So this is what took me eight hours to build in Google Sheets and slide.
So there would be like a macro enabled formulaic like pivot chart, pivot table type thing where
you input data into a table and then that table will automatically generate a roadmap
and easily updated.
So it's very achievable now with today's technology and the way Google Sheets and everything runs.
So it show specifically like what is the platform, what is the update that's coming, and then
the different quarters of when is it going to start, how, when is it going to finish
its development, and then when will it release to the community, done across all the different
platforms of Game Maker, VoxEdit, website.
And yeah, and then it would track its progress.
So for this add a roadmap, if we started it in 4.23 and it finished development, it's
now on its way to release.
So testing all that, and then we release it in a month.
This is what that would look like.
So that's my how.
And then the legend underneath it would be the legend.
So the next one is in the SIP template is the win.
Win of phases and the roadmap.
And for you, Pepe, you have four phases.
So can you walk us through, you've got finalized core, do testing, do a demo release, and official
public release.
So how does that work with, you said you're about to do a demo release.
Does that mean we're in phase three now?
Can I repeat the last sentence?
When you said that there's a demo, you're almost to the point where you demo release,
does that mean we're in phase three that you mentioned here in the win?
Yeah, exactly.
So you're already through phase one and two?
No, not really.
I mean, we have things in the works and things are implemented, things needs to be tested.
So we're really kind of just pushing as fast as possible because right now we think it's
crucial that we might even go earlier with the demo so that people can try and see what
Magic Pallet is all about.
But this is the base plan right now.
And a lot of stuff is in the works and I mean, again, back to the 10k character limitation.
We only wanted to outline a few things so that's clear what we are working on.
But there are so many features and quite exciting features that are even not here on this SIP.
Gotcha.
Okay, so the next phase after the demo release is going to be the official beta public release.
Nice.
Yeah.
You're pretty far along already then.
Yeah, of course, we invested a lot of time, development time, our own funds and resources
into this.
This is also why we have this minimal viable product already kind of ready and we can work
with it.
It came out of our own production, as I always thought.
It's really it did evolve along the way.
But since a few months, we really push hard on development of Magic Pallet.
Gotcha.
Yeah, no, makes sense.
And that explains a lot of our situations, you know, especially Game Maker, not Game
Maker, excuse me, Builders Challenge 2, where most of us did those at our expense.
With the hope that we would receive a reward at the end versus old Game Maker where you
went on contract, you were paying them out and then you delivered.
So a lot of us now, a lot of studios, a lot of us artists and everyone, we are doing this
at our own expense and looking to get compensated for it and rewarded for our hard work.
But this looks awesome, Pepe.
Just the pictures alone really bring it home, even though it's not really to me as the audience
because I'm not a Game Maker to the extent that you're probably expecting other people
to be.
But this just this looks well researched.
It looks well put together.
All right, the next one is the the when, no, the where.
Oh, you did who first?
After the when, or excuse me, the where, link to corresponding discourse.
Okay, so they must have removed that from the template, whereas in mine, the where is
still there.
So they must remove this portion before it goes to public comment.
And then this link to corresponding discourse would be the actual link that it posted in
the SIPP draft.
Okay, yeah, that makes sense.
So then the who, Pepe, it's all about you after that.
So you are Sandrush, a TSB Hall of Fame member.
Is there a Hall of Fame?
Pepe?
Can you hear me?
No, sorry.
No?
I always lost.
The TSB Hall of Fame member.
Yeah, yeah, yeah.
Okay, it's kind of up there.
You can see it on their page somewhere.
See it on their page.
Now, let's I want to take a look at this.
TSB Hall of Fame.
Yeah, a few early studios and creators that have this title.
But yeah, it's fun.
I think it's in their documentation.
In their documentation about the sandbox, maybe?
In the Gitbook or so.
In the Gitbook?
Okay.
Hall of Fame.
I've got to check this out.
Nope, no results there.
Must be in somewhere else then.
So it's not on their actual website, like the sandbox.game?
I think if I remember correctly.
I believe you.
It's somewhere, huh?
I can dig it.
Listed as Hall of Fame.
Yeah, yeah.
That's all right.
I believe you, Pepe.
The Hall of Fame, okay.
And you're a trusted partner.
That's cool.
I only just became a trusted partner maybe a month or two ago at the end of Builders
Challenge 1.
And if you want to be a trusted partner, by the way, there is a on their trusted partner
document page, there's a link where you can submit your application.
So I would highly recommend it.
I'm still new to it, Pepe, but from what I understand, trusted partner, they just send
me a few extra emails saying, hey, do you want to apply to be in the next season for
Sandbox?
So I don't know.
What else do you get as a trusted partner?
Yeah.
Actually, I mean, you would have the opportunity to work for brands and IPs that they onboard.
But it's really kind of, I mean, in all the years and we are trusted partners since the
fourth year, almost two years, probably.
There is not much coming from this.
Got it.
So I mean, it's kind of in the end, it's the sticker.
I got you.
I need to be honest.
We don't.
Yeah.
We give a fuck about stickers.
Yeah.
As you said, I mean, people can reach you through their platform and kind of write you
directly.
Yeah.
Under find an agency here.
Yeah, exactly.
So you could search.
We're here at Sandbox trusted partners.
Then you can search Sandrush.
And there he is.
Sandrush.
Official partner.
And if you search MetaWorlds, I should be there too.
There we are.
MetaWorlds.
All right.
So yeah, as he said, I haven't noticed anything huge change yet.
But as I understand it, there's a little bit extra getting involved.
But I was interested to know that because yesterday or the day before you were on Sandfam
Cafe with AU24K and he mentioned a number of times the access that trusted partners
have and I'm like, I'm a trusted partner now and I don't feel like I have a whole lot of
extra access, but you know, I want to ask you about that because I know you've been
here for a lot longer on that side.
Access to what?
Trusted partner.
Whatever that gives you access to.
It drops in your audio.
Oh, does it?
I can still hear myself really, really well on Twitch.
I could switch to Twitch as well, but then I have my Echo.
Okay, gotcha.
Can you repeat the question about?
It's okay.
I was just wondering about the trusted partner, but you already answered it.
Yeah.
I mean, one thing that I think you mentioned something here, one thing that actually is
beneficial for us at least is getting access to two versions of Gimmick or Voxelite or
at least get these insights a bit earlier, kind of what mechanics it taps into what you
want to achieve with the roadmap thing, you know, you get a bit of heads up on things.
For example, when before 0.10, Gimmick came out, there was a presentation, what all the
features and then sometimes you also have early access and all that.
Yeah.
So things like that.
Gotcha.
Okay.
So you get a little bit of extra advanced notice.
All right.
And so you work with cyber Kongs.
I remember cyber Kongs.
You continuously innovate and deliver state of the art web three solutions.
And then here's an example of one of your products.
Those solutions for my window resizing.
I just had a picture of myself and then my background as a contributor and then my professional
background as a contract manager and program manager and business entrepreneur, that sort
of thing.
And then Donson also on Metal Worlds team, he helped co author this SIP.
He's also a crypto enthusiast and has been involved for a while now in crypto and he's
also a program manager.
So and we lead teams and we build projects and do things for our industry.
And so that will bring us to the end of the SIP, the TLDR section.
TLDR.
So that is meant to be kind of like a short snapshot of your later portion, which are
the SIP details.
The SIP details are where you go into a lot of depth that you only hinted at during the
TLDR.
And as a result, huh, you know, I just noticed I'm coming in twice.
That might be why you can't hear me very well, Pepe.
Let's fix that for a second.
Yeah, usually it works good.
But then, oh, there we go.
I accidentally had one of my other mixes.
So that that should fix it.
So now I'm no longer coming in different channels.
All right.
Cool.
So in the SIP details, you have your background, context, description, rationale and benefit
and your risk analysis.
Your background context is about what problem you're trying to solve.
Then you want to go into description, which is what do you aim to achieve?
And then you want to get specific actions, changes that you're going to implement.
Then your rationale and benefit, which will explain why this SIP is necessary for the
DAO and what does it do for the ecosystem of the sandbox?
So not just benefiting you getting paid to do something.
What value does this bring to the community, to the SanFam?
And then risk analysis, identify any points of failure, anything that's going to be of
a risk to your project.
OK, so that is the.
Yep, so that is the the SIP details.
So for the first part.
Background context.
So as you can see already here, I'll move it over to this part.
So as you can see here underneath the TLDR section, we start getting to the background
context.
You you start seeing paragraphs of information and and mine sent very similar.
So Peppa goes into to the tools that are offered, which how the buildup to why he feels that
the magic palette is going to be a beneficial thing.
And how he's explained it into web and introducing new features.
And you're convinced this tool should be available to everyone.
Then he goes into the features.
So it's web based.
It converts voxel models to DSP block based levels.
It's compatible with the editor.
It is it supports import export, which, by the way, I love that.
That's awesome.
Easy direct block swapping.
I'm interested to know what that means.
It sounds like it's a secret proprietary stuff.
And then for advanced search and filters, customizable colors, block mode, perspective
mode and screenshot capabilities, and then a detailed block inspector.
I don't know what that means, but.
Yeah, yeah.
All the revolves around kind of this is why it's called magic palette.
You build in voxel.
Each voxel is represented with a color and each color kind of then gets transformed into
a block.
And this is the link, you know, and therefore you need to be able to work in magic palette
with not only voxels, but also blocks.
So as you also see here, we provide tons of blocks, more than than 1000 blocks for free
kind of for you to start getting your product off the ground.
And this is yeah, this is the basic magic that happens.
We kind of.
Or in this intersection of building fast, iterating fast, using your powerful voxel
tools like magic of voxels or even box edit.
It's also fun.
But magic, for example, and also other voxel tools that are available right now have really
powerful features that can help you.
They have shaders.
You can really combine stuff and all that.
And this then allows you to build fast and really advanced.
I would say in an advanced approach.
Yeah.
You have a dungeon generator and has over 60 rooms.
So he's really going into detail here about what it is that he's offering, what it is
that magic palette will offer and hundreds of unique levels.
So this is really a way to expedite your game making and different extra tools of swapping
and customization.
So as you can see, he's put a lot of time and effort into like even here in this this
description, how with simple blocks you can procedurally generate something which you
can then modify.
And what that does is if you've ever done a game maker thing before, even I've done
a little bit of it block by block by block by block.
That's tough.
That is tough.
Tough world out there.
So for mine, go for it.
For mine, let's go to the background for my windows resizing.
I said as of June 17, which is when we originally built this sip, users are not able to resize
program windows with the current versions that are out there right now.
So all I do is just kind of detail what it is that that we we started with.
This makes routine window management for computer users very difficult.
And it complicates activities that it's it's very standard with with other programs, especially
like if you have a single monitor where you can split screen, if you have a word doc and
a word doc open, you have half your screen a word doc and the other half you have a picture
and you that facilitates your productivity with with game maker box edit launcher, especially
the launcher.
Now I think it's huge.
And a game client, you can't customize that.
All right.
So what was the issue to be addressed?
Enable resizing through interaction with window borders.
That's your normal like you resize a window, click and drag and then enable a list of resolution
options within the graphics settings.
So that's my sip for window sizing.
For a roadmap, it would be.
It would be here.
I link it to the sandbox dials vision statement, which transparency is their fourth goal, by
the way.
So you can look that up in their.
Where is it here under the vision and then vision you see here's one one community many
parts working with impact empowerment and the fourth one is transparency.
So I link it to that and it basically gets to the point where we want them to openly
share their decisions, information and processes to ensure that Sam fam is involved.
And that's exactly the way they describe it on their website.
And the creation of a public roadmap will directly contribute to transparency goals
and a specific challenge, at least for me.
And I've heard this from other people is a lot of software updates are short notice.
We only hear about them right before they come.
And that presents a problem because for me, who I'm trying to plan out many experiences
across a timeline, I know some experiences will emphasize this key feature or this key
feature or that key feature.
And if I can see a roadmap, then I know to position my third experience is number one
because that is the the upgrade that will become available in the next game maker release.
So that that really helps me build things that are, you know, will take six months.
Right.
Pepe, sometimes yours take many, many months.
You know, my my experiences sometimes sometimes take six months to build.
And so if I know what it is that we're that we're going to get from our updates, then
I can position that better and something more timely to the sand fam.
So yeah, that's the background of mine for the roadmap.
OK, the next one is the description of what it aims to achieve.
And for magic palette, we already went over the description, didn't we?
I know you combined years it looked like you combine your description with your background
in your context.
Right.
Because you go straight into the benefit after that here.
Yeah, I think so.
I'm not sure.
And my description was basically a what what does it look like?
So resizing of the windows launcher for for the one for the resizing SIP adjustment of
the screen resolution within the client and the use case would be instead of doing Alt
Tab or Alt Enter to do Windows management, we can resize just like like right now I have
on my screen.
I have Discord and a small window.
I have my stream labs, another small window.
Then I have my my my top window here and then I have my bottom window here.
And it allows me to see everything at once and enhances my productivity instead of Alt
Tabbing quickly while I'm talking to Pepe, I can now see things and interact with much
better.
And then for my description of the roadmap, I just talk about what are the programs that
we're going to affect and what are the milestones and the phases we're going to track.
And what does it look like when you interact with the roadmap?
Okay, and the next portion is the next portion is the rationale and the benefit, which is
we have to explain why why this SIP is necessary.
So Pepe, what did you put for yours?
Magic palette garnered strong support, but then the design team can you tell us about
that?
Do I need to repeat?
Yeah, sorry.
I once again get right here.
Magic palette garnered strong support from the TSB design team.
Can you tell us about that?
No.
So I have trouble hearing me.
Yeah, sorry.
Garnered strong support from the TSB level design team.
Yeah, exactly.
What happened there?
We kind of pitched magic palette to not SAP first.
We kind of did go where we think it would be used the most and this would be the internal
production team.
So we are in direct contact with our director of TSB and his team and especially the team
around the level designers and all the guys that really daily are working on XP's.
And this is where we start to discuss what magic palette can do for them.
And yeah, we have really, really great feedback from them already.
Yeah.
Great.
Blue Tulip, you raided me.
I did not see that until just now.
Thank you so much for that.
I appreciate it.
So if you're just joining us, what we're doing right now is we're going over in depth into
the SIP process.
Both Pepe and myself have submitted two SIPs.
One is magic palette.
My SIP was render resizing and my other SIP was roadmap.
So what we're doing is for everyone's benefit, we're going through what we did to answer
the questions to submit the SIP.
So that if you all are interested in that, then you all can do the same thing.
And you basically have to fill out this template and then it goes through a back and forth
with the team.
And then it goes to public comment and then it goes to a vote.
So we're just going over that now so that other people can see what it is that we did
to fill it out.
It is pretty big.
So we're going through it.
We just finished the TLDR and we're now into the SIP details here that talk about the specifics
of your SIP.
So welcome and thank you, Blue.
Appreciate that that raid.
All right, so we were just at benefit and Pepe was explaining the what he filled out
for his and what it meant when it said it garnered strong support.
So my my what was mine, mine was that the windows resizing is a is an issue that's problematic
to gamers, developers, artists alike.
I mean, we many times we need to use multiple window configurations, like a like a picture
up in the top left, especially now Windows 11 that offers automatic resizing.
So if you hover over that little square of your window, what will pop up is this little
block diagram.
And if you you can have like one window be most of the screen or another window be a
small set of the screen.
Actually I'll just see if I can't do resizing right now.
Now it won't let me but anyways, so we can't do that with the current way that the renders
resizing doesn't work or the windows resolution.
So it allows us for more productivity and easier easier creation.
So if you're working on Magic palette, you've got your when your web based browser with
Pepe's Magic ballot, and then you can have your game maker on the same screen with windows
resizing and with resolution options.
So you could be doing both instead of alt tabbing between one and alt tabbing between
another.
So they go Pepe plugged for Magic palette.
And then for the roadmap.
And then for the roadmap, it's just it's going to help us spend our time, money and energy
a lot easier if we have a roadmap for that set.
And it grants us the ability to especially with so many builders challenges and game
jams and city jams, and the game maker fun proposals with the different stuff that's
coming out for game maker and box editor.
And it's, it would help me because I have 25 experiences that I want to build that list
25 experiences, I've only built three of them.
Right.
So I have a lot more to go.
Each one has a different focus or different type of mini game I want to put out there.
If I can see a roadmap that says, hey, we've got the shooting mechanic, or functionality
it's going to release by the end of December 2024.
And then after that, we have a teleportation mechanic.
And after that, blah, blah, blah, blah, then I know I can rearrange my 25 experiences to
be built through that timeline.
Yeah, so it's just much easier to use time and money, knowing what the roadmap would
look like.
And that's the benefit for that step.
Alright, so let's go back to the very last portion of the details, which is the risk
analysis.
So down here, very, very bottom, very small portion called the risk analysis where you're
to identify potential risks or downsides and how it will mitigate.
Let's take a look at what you put.
Pepe.
So yours was the risk associated or minimal.
The direct data transfer will pose some technical challenges.
And you're in direct contact with the sandbox team to enable this.
So it sounds like there's a little bit of a difficulty for the data transfer.
Can you hear me?
Yeah, I'm having audio troubles for you again.
I couldn't hear you.
Okay, but I guess it's about the data transfer.
That's right.
You see me highlighted.
That's why I do it.
So this is one of the crucial final puzzle pieces that we need to solve.
And it's really the thing where we also need kind of the support of GSP directly.
We have this already kind of lined up, but this takes time, as we all know, and to set
things up, to make it work, to test things.
So this is kind of where we really need to interact with Game Maker development team.
And until now, everything that we did is reverse engineered.
So it's all on us.
And now at some point, we just can't solve it by ourselves because we need this interaction
with Game Maker.
Yeah.
Okay.
So are you close to figuring that out, or is it still a problem?
We would not say it is a problem.
But as I said, it needs time and it needs there a kind of coming out.
There is nothing.
There is no API.
There is no hook.
That's right.
Yeah, there's no API.
There is nothing.
And this is where we kind of also hopefully create a place a bit for other people and
other developers and other studios that want to build something for the platform or on
top of the existing tools.
That's another good SIP idea, by the way.
Someone better beat Peppa and I to it.
SandboxDAL requests from the sandbox and api.sandbox.game.
Do it.
Someone better beat me to it.
I'm probably going to livestream that one.
And if you beat me to it, then it's all yours.
So good.
Cool.
Yeah.
It's something that is urgently needed in our opinion, especially since they also talk
about kind of opening up things and all that.
And yeah, I always.
Yeah.
So there's a technical risk with the data transfer that you'll have to overcome.
For Windows resizing SIP, my technical risk was that this priority that we request of
the sandbox could offset another priority.
We don't have access to a roadmap.
So I don't know what those priorities would be.
Yeah, but it could offset something else.
And then SIP number two for me was the roadmap SIP.
That risk was the creation of a roadmap will require involvement and input from the TSB
program team.
So their cooperation will be vital in helping us gather the data we need to produce a roadmap.
And then this also assumes that the sandbox team has milestones with which to create a
roadmap from.
I assume they do internally, but I don't know.
I've never seen one.
So if they don't have internal milestones to where I can build a roadmap from that,
I would need to create them with the team.
So that's a risk.
All right.
What's next?
Next is now we start getting into the how.
We've got to get into implementation plan.
Hold on a second.
I need to fix that.
I need to chop some of the text up.
So it's just.
Then this one is these.
So next one is implementation plan and then the resources required and the metrics for
success.
The implementation plan is the steps or phases of the proposal and a realistic timeline for
implementation with key milestones and deadlines.
So this is where you really got to prove that you can deliver and when you can deliver.
All right.
So you are dedicated to a swift phase rollout of Magic palette.
We target a four month development period following the DAL approval and you have a
detailed roadmap below.
Look at the roadmap.
Is it this phase one, two, three, four right here?
Yep.
That's the roadmap.
OK.
So phase one, seventy thousand sand.
This is where you would implement these things.
Phase two, then you'd implement these things.
Phase three, implement these things.
Phase four, there's that data transfer.
So you're giving yourself time to work through that risk so that it doesn't impact your project.
OK.
Yeah, that makes sense.
The earlier the better.
But we need.
Yeah, it's not only up to us.
Yeah.
This is why we need a bit of time here.
But as I said, a lot of stuff is already in place and probably some of you guys did see
it in the demo.
Yeah.
There are and a lot of things are also not mentioned here.
A lot of features and quite cool things that you already can do.
I just tried to outline a few key key points.
And I noticed here that I missed this when I read through it the first time.
You want to do a Magic Palette Builders Contest.
Yeah.
That will be kind of concluding this phase and this funding period and all that so that
we really can encourage creators to start working with it.
And of course, we already have a lot of other and exciting things lined up for Magic Palette
that comes after these four phases.
But this also depends a bit on the feedback and of the community and the builders, what
they would love to see next.
We have our roadmap, but we are super flexible and open here to adjust.
Yeah.
So as you can see, as part of this SIP template, we have to put in how we're going to implement
it.
That way you all can be confident as a community that we know what it is we're trying to deliver.
Then we get into everyone's favorite part, the resources required.
How much money are you really asking for?
And what is it that you need?
So for Magic Palette, oh, you went to, oh, you combine that too.
So here for phase one, you're asking for 70, phase two, 70, phase three, 70, phase four,
70.
And that will equal the 260,000.
280,000 sand.
Okay.
And then for me, for Windows resizing, I requested no funds.
It would be on the sandbox team to just implement it in their development phase.
And I saw no need for me to ask any money from the Dow on that one.
And then for number two, my roadmap SIP.
Oh, I forgot about the implementation plan, didn't I?
Oh, right.
So the implementation plan for the roadmap, there, you know, it'd go through a process
of signing an NDA with the sandbox team, getting access to their material.
So that's about 30 days worth of time, then draft the actual roadmap for 30 days, then
get that reviewed by sandbox team for 20 days.
Then it finalized the roadmap within five days and then get it to publish to sandbox.game
within five days.
And then after that, the sandbox team will take ownership of it.
If the sandbox team decided, this right here again is what it looks like.
There's a legend.
And then this is the table that we would create behind it to where any program manager would
go in and just insert the data.
And then it would automatically in real time, create the roadmap.
So it would adjust as the table adjusts.
That's the power of pivot tables and pivot charts and macros in Excel.
Very, very doable, very reasonable.
And then option B. So if the sandbox team decided that they didn't want to do that,
because in this SIP, I give them the option.
What we vote on is do we want a roadmap?
Yes or no.
And then the sandbox team, I say, if you want to hire the MetaWorlds team, we can create
it for you or you can rely on yourselves as option B and the sandbox team creates it themselves.
And then I give them a potential roadmap for them to follow as well.
A timeline.
Resources required.
If the...
For this one, because of how much research and effort it took for us to put it in, I
requested 2000 sand for the MetaWorlds team, just for the SIP, if it propasses.
And then if the sandbox team chooses option A, then we request about $15,000 in USD.
And that will get us four subject matter experts.
So that's your data entry, your programmer, and all the other positions like that.
That also includes overhead sales tax and profit, which we only ask for 500 bucks in
profit.
So pretty low number.
And then a 90-day development timeline.
The resources we require with the cooperation of the sandbox team.
And then here's our team breakout.
Project manager, data analyst, configuration manager, and interface designer.
And so that would give us the programming, then make sure it has a good user interface
and that it works correctly.
Okay.
So that is the resources required.
Okay.
So then the next one is metrics for success.
And so this one is a...
After you deliver something, then how do you know that what you delivered impacts the community?
How did it make an impact?
What metrics are you using to judge whether you did a good job or a bad job?
And that's the metrics.
So Magic Palette, your metrics.
You want to use app usage.
So I assume there'll be like unique users and that sort of thing on your website.
Yeah.
I mean, yeah, we don't...
I'll state it here.
We don't track and it's basically, yeah, users can log in for free and they should be able
to use Magic Palette however they like.
And of course, we also can track who exactly took kind of Magic Palette as a tool to create
their experience.
But we will probably see this on the map or these experiences popping up on the map.
And there are some indicators because they couldn't be done in GameMaker, you know, because
you have now more powerful tools available to Terraform and all that.
So this will be interesting too, but we can track directly what in the end will be published
as land.
You know, it's not possible.
Do you have a number of how many users you would say is success?
Is it 500?
Is it 5,000?
5 million?
Probably not 5 million at this point.
But yeah, we would love to scale, of course.
And it depends heavily on this initial...
It's all about kind of showing what is possible and then bringing in the users.
And the users hopefully will at least show all the others that are not onboarded yet
that there is a benefit of using Magic Palette for this early design phase.
Is that where you came up with a thousand users per month?
Yeah, exactly.
This is more like people that just want to try out some build.
And that said, we already have stuff in the pipeline that will accelerate this version.
Okay, cool.
For me, Windows resizing SIP, my metric for success is I call the definition of done,
is when all users of GameMaker, Box Editor, Sandbox Launcher, and Sandbox Game Client
are able to resize their program window with selected preset resolutions.
So it's binary.
Do we have it or do we not?
And that those improvements are made within the next two releases of each program.
Or before December 31st of this year, whichever one comes first.
So if GameMaker releases two updates between now and December, then we would expect it
to be no later than that second release.
Or if they only release one this year, and they're gonna release a second one next year,
they do it before December 31st.
Whichever one.
That's my metric for success.
Do you have it or you don't?
Fair enough, yeah.
Okay.
And then for my second one, my second SIP for the roadmap is success criteria one, deliver
a functional draft roadmap within whether option A or B. And then my second success
criteria deliver a fully functional final roadmap where people can input data and it
changes the roadmap in real time like it's supposed to.
Simple enough.
Okay.
So then once you hit metrics for success, you are done with the SIP details portion.
So again, as a highlight, going back up to where we were.
So we already did the title, council recommendation, the category, the SIP details.
We just finished that.
And now, why is it doing that?
Oh, highlight.
Yeah.
So then now we're on voting options.
After that we hit appendix.
So after you do the SIP details, you've done the vast majority of the template.
You're now almost done.
So voting options.
Let's head on over to voting options.
Pretty easy.
It basically says, state the options.
The first five had yes, no, and abstain.
And let's see what.
Oops, I'm in the wrong side.
My fault.
This one.
There we go.
Voting options.
Yes, no.
Or abstain or create your own voting options.
And then how long you want to seven days.
You want to 14 days.
What do you want?
All right, magic palette.
What did you want?
There's voting.
I think you can construct quite sophisticated voting schedules and kind of the yeah, we
have this option A, option B, you vote for this and that.
But in the end, it's for us, it's just you like the project and you want to support us
or not or you abstain.
So we're just going basic here.
The voting period is fixed.
I think this can't be changed if I'm correct.
It's always these 14 days.
As far as I know.
Okay.
Well, it says here usually seven days.
Not really sure then why is that?
It's 14.
Okay.
It's two weeks fix.
At least this is what we were communicating.
So when you worked with the sandbox development team, they told you, you don't need to really
worry about that portion.
Yes, no abstain and then 14 days.
Yeah, I think as I said, you can do more sophisticated vote voting options.
But it's always these 14 days forum discussion, then the check, the council and then it goes
live for 14 days.
Okay.
So for me, Windows resizing, do you want Windows resizing and vote resolution options?
Yes, no abstain and then 14 days.
Okay.
And then same thing for the roadmap.
Do you should a roadmap for sandbox releases be created?
Yes, no abstain 14 days.
It I mean, it takes all of like three minutes to write.
Yeah.
Okay.
And then next, after voting options.
So we're now done with voting options.
Next is the appendix.
And the appendix is what you can use to put in extra stuff, things that are important
for people to know about.
They offer these contact information, alternatives, amendments, and additional resources.
So for us, or in a magic palette, I mean, you have in your appendix, you have your,
your ex Twitter profile, your discord, and then your sand rush website.
And then for alternatives considered, you opted against develop developing magic palette
as a standalone document or desktop software over performance.
Oh, you.
You prioritize accessibility and user trust.
Okay.
Yeah.
Got it.
And because it's web based, you can access it seamlessly via anywhere.
Okay.
I mean, we have, we would have, because we could tap into your, your CPU and all that.
We could have more powerful features kind of in magic palette.
But as you see here, there are good reasons why we don't need these right now.
This can still follow later.
So that's, there's something a pro pro version that you install.
But to really get everybody on board, this is why we did this.
Yeah.
Okay.
That makes sense.
We're done with that one.
Now we're on the appendix.
Yeah, you can kind of drop your links, your socials and all that.
Right.
It's kind of cool because people can find you and find out more about your project and
who's behind it.
So I think this makes a lot of sense.
I think we.
Yeah.
Talks about welcoming feedback and suggestions for open to integrating.
Thank you for your vote.
Adventure awaits.
And then under additional resources, here's your register link.
So magic palette.io where you can register to get the demo.
And then the one pager.
Oh, built a one pager.
Oh, okay.
I didn't see this.
Who built this?
Who made this image?
Is it you?
Yeah.
That's cool.
It's quite stuffed.
So don't get overwhelmed.
But if you want to be a bit more, yeah, a lot of stuff is here.
Yeah.
Okay.
So for Windows resizing, I have the authors where the discourse link is where it would
end up.
And then I also put in the program versions, the differences of what I found when I looked
at game maker.
It does have resolution, has a list of resolutions for under 1920 by 1080.
But it does not allow when Windows resizing at all.
And it doesn't have a list of resolutions above 1920.
For game client, the current version doesn't allow either.
And for boxed edit beta doesn't allow either.
It doesn't even have a settings button, actually.
So there's that.
And then for I think that was the end of it, right.
And that was the end of my proposal and the appendix for Windows resizing and resolutions
for my sip for creating a roadmap.
Same thing author and Donson, myself and Donson.
And then the current program versions that I referenced.
And that's all I had for them.
And that's it.
That was my those are my two steps that I proposed.
And then here is the sip that that Pepe proposed was sent the San Rush team.
Nice.
Let's go back to here.
The zoom is pretty intense.
There we go.
That's better.
All right.
So in case of resubmission, I didn't really know much about that until I read your section.
Now I get why they had that there.
So that was like instilling confidence that we're going to fix things and we're open to
fixing things.
So I get that now.
No, I think this one is really if you kind of were rejected and want to resubmit, I think
there's a three month time period where you kind of blocked and then you can resubmit if
I understand correctly.
So in case if we would deny it, we will need to wait restructure, rethink our project and
then publish again, you know, or submit again.
Got it.
Okay.
So that does that.
All right, so now we have gone over the whole template.
But once you're done with the template, then you have after that, a little bit more difficult
navigating right now, then you have the email submission.
So whoops, I forgot to put that part.
It's funny.
So after that, then you email it to the their email, which is
Holds all ideas.
So sip at sandbox.com.
Once you email it to them, then you get an email response and hey, we found it.
We've got your sip.
And we're now going to to talk about internally and then go back and forth between you and
them.
How did the back and forth go between your team and the sandbox team before it went to
zip draft?
Not that long.
I mean, it was it was more kind of this period, because the DAO was not live yet, you know.
But in the end, it's it's kind of we also submitted and they said, Oh, looks all good.
So we basically didn't need to change.
Side changes were coming from researching a bit about snapshot, for example, this 10k
limit character limit.
Sorry.
This was not stated back then.
And I think they even didn't know about it.
So I resubmitted or kind of resend them a new draft.
And then we just waited until the DAO did go live, you know, and from there, we knew
that we get into this second batch, not the first one.
This was already pre pre made and defined.
But the second one.
Okay.
Okay, gotcha.
And how long did that back and forth go on for a week?
More than that?
There was no back and forth, resubmitted and they said it's all good, you know.
Oh, so it was instant.
Okay.
So for Pepe, I know, it was instantly approved.
Not approved, but they said it's all good, you know, it's kind of they didn't have things
that they thought we should change.
Okay, so there were there were no recommended changes.
It was just ready to go.
Exactly.
Yeah.
Okay, so Sandbox DAO program management team did not require changes and posted to Sandbox
down the forum.
So we should be coming up pretty close on your 14 day period, right?
Yeah, it's until next Wednesday.
Yeah.
All right.
Three more days.
Yeah.
Three more days.
So then it so the public comment closes 26, Wednesday, 26 June.
So it's Wednesday.
So if you would like to submit any any feedback to Magic palette, having to Wednesday to do
it, as you can see, a lot of people did say something.
Your Dan Koy loves it.
That is responding back.
And then as he's responding back, he's also looking at war, do we need to make changes?
Are there anything we can do now before it goes to final vote?
Von front and talks about how this is sorely needed.
A nano likes it.
Escape room.
I saw you in the chat escape room.
And escape room just gave you lots of love and and why he's excited about it.
And again, you've been very, very communicative.
You've been communicating a lot with people.
How important was it to you to respond back to the community comments?
I think it's it's crucial.
I mean, in the end, these are the people that will vote or not vote and or kind of vote
for you or against.
I guess the. this is also something that kind of the same.
It's not the concept.
It's kind of the support team around Syria and all that that the Dow team kind of.
Brings to your heart and say, yeah, I mean, this is your chance to to interact with with
the community and and let them know what you're doing, what you're building, what's your project
all about.
And it's it's a perfect place to exchange thoughts and also have the opportunity now
to update the SIP.
So Wednesday, when it goes, I'm not sure if it goes live Wednesday.
I'm still not super into all the details yet, and we will see it on our own.
But one thing that is clear, we now have your feedback from the community and we're super
grateful about that.
And we can adjust certain things in our SIP now.
And then it goes on chain and will be live for voting.
Got it.
OK.
OK, so it's it's super important.
But it even can be commented and will be commented when it's live, as we did see with the other
SIPs, you know.
But you can't as creator, you can't change anything then.
It is kind of on chain.
So it's important to if you have concerns, please raise them now, because then we can
react and might might adjust things if you think.
Yeah, we should.
Oh, typist.
Nice.
So definitely some community outpouring.
It looks really, really good so far.
A lot of people are very excited about this.
And many of them are saying the same thing that Crypto Diplo is saying.
This is exactly the sort of thing that we should be funding tools to help build our
platform so that we can do what we do better.
All right.
So once you've submitted it, then there is a there's a back and forth.
The back and forth goes on public comment.
Once the public comment concludes, then as we know, has been talked about by seven serial
is that it will then go to a yes no vote by the special counsel here.
And what they'll be looking at is legality, redundancy, conflict, and community interests.
So as long as it abides by those basic rules, then it will go to on chain vote via snapshot
dot org and sandbox dial dot com where people can vote using their voting power.
And then it's yes or no at that point.
So that is the process as it stands right now.
Pepe and I have pushed out three sips between us.
He has magic palette when it's going on right now.
It'll hit voting first.
And then mine are currently going to the back and forth with a sandbox management team before
it goes here into the SIP draft folder alongside magic palette.
So very excited for both of us really, especially the magic palette and the tool that you want
to build for the community.
And as a reminder, the road to the Dow here, it was announced May 28.
So that's how long we've all known about the Dow.
And since then, there have been a long road of clarifications, AMAs, we've had five sips
that were passed and two now are on the docket for the next voting round.
There are a lot of different spaces for Sandow right now.
I say a lot.
There's a few.
Shout out to G and the mocha verse.
They're now doing Sandow or sandbox Dow discussions on their mocha verse Mondays.
And then you also have my sandbox Dow podcast.
I call Sandow.
I have about how many 16 different episodes planned, by the way, everything from community
reactions to lessons learned from other Dows, comparison of the white paper to the Dow and
a reading through of the foundational articles and memos that they posted.
We just did a review of the SIP process.
So that one is now done.
And then a review of the catalyst changes, different stuff that I've seen that want to
really delve into a very Dow centric sort of thing.
But those are my future episodes.
And we have not been at this very long.
So we're still learning.
We're still learning as a community.
So what do you think, Pepe?
What are your final thoughts?
Cool.
Yeah, thanks again for doing this deep dive here and structuring it that well.
I think it gives us a good overview.
I mean, today we dived into the template mainly.
And it's not that hard, but it needs a bit of effort.
I think it's fair enough, and especially for the more advanced projects that also requesting
funds that people should know what you are after and what you are building.
So it's super important how the Dow itself will pan out and how the voting, for example,
for our projects will go, this is yet to be seen.
We are excited kind of.
And we're super grateful for all your support here also in the chat and the community.
Thanks again, guys.
Yeah, super awesome.
Yeah, it's a road that we take and we push it.
Yeah.
Well, thank you, Pepe, for coming on this episode.
Shout out to Andy and Hoddle, who was on episode number one.
That was our community reaction episode.
Also shout out to San Fam Cafe, who is doing monthly episodes.
Really cool.
I love listening to pickaxe.
And Pepe was just on it.
San Fam Cafe number six this past week, alongside AU24K and the missing one.
Who is the fourth?
Joe, Vision X.
Oh, of course, Joseph, who will also be on a podcast here.
But shout out to all of them and the good work they're doing.
Dr. Metaverse for hosting the AMA, G for hosting the Mochaverse Mondays.
And tomorrow we'll be doing this, but with the other the other sip, the creator's first
sip with Cyril.
Not to be confused with the other Cyril, the sandboxed out Cyril.
This is Cyril, who came up with the creator's first.
We'll go over that tomorrow.
And then on Monday, we'll have another podcast episode with Crafter and Joseph on their community
reaction.
So a lot of stuff coming up for Sandow podcast.
And we're just trying to work through it, everybody.
We're all trying to work through it as a team, as a community.
A lot of love to everyone who's out there trying to do stuff to build a strong Sandow
that we all want to succeed.
I mean, we're all pretty well decided.
Now that it's here, now that we understand what it's here to do, it's here to help us.
It's here to build the platform to build a community so that we can we can all succeed.
And that's yeah, that's where we'll leave it.
So thank you all again, Pepe from Sand Rush and myself, Lancer from MetaWorlds.
Appreciate your time.
Thank you for coming and let's find someone to raid.
Pepe, who should we raid?
Let's take a look.
Not sure if someone is online.
Let's find someone online.
We have anyone from the sandbox?
Am I the only one on the only channel?
Looks like I am the only channel.
So OK, we're going to have you.
I thought it was going to go.
Come on, HODL.
I thought Joseph was doing a 24 hour stream.
He did say he wasn't feeling well, so that might have been it.
But yeah, thank you all.
His one is done.
Yeah, yeah, he's done.
OK.
And and and he just dropped in with his guys here.
Oh, did he?
Oh, blue tulip is live.
Cool.
Yeah, well, thank you.
Appreciate you all.
See you tomorrow and happy San Fam.