All right, welcome everybody.
Sandell podcast number 15, man, we are already at 15.
That bit last you and I spoke, I was at 13, I think.
14 even.
So 13.
Yeah.
So a couple days ago, I interviewed another advisory board member, Mia Bao.
So she was.
Yeah, it turns out she's the co founder of DOWBASE, which is a big DOW aggregator.
And I tweeted about it last night because it's basically what I do with the scoreboard
and the checkbook, but on a much grander scale.
And I'm a big, big fan because it shows all the voters and how they voted about the only
thing that's missing is the contact information, which yeah, so some stuff that we'll have
to figure out.
I got a sip coming up for that, by the way, but that's not why we're here today.
We're here to do part two of of magic palette with Pepe.
And part one was all about the concept.
And part two is going to be all about magic being in magic palette to sculpt it to what
you need it to be.
So we'll go over the beginnings one more time.
Scope of the talk sip is going to be an update of sip number six, which is magic palette
in a demo.
Disclaimers have been I don't represent the sandbox game or the sandbox foundation, or
not your financial or legal advisors and nothing we say is to be taken as such.
Scoreboard hasn't changed since last we talked on Friday.
You'll have to write I think they're still going on right now.
They only have they don't have much longer to go.
So sip 10 and some nine need your vote.
Quorum is struggling.
It's struggling bad.
So even sip 10 is not even broken 50%.
Even though it has 66% of the vote, whereas sip nine, it has its right neck and neck 5050
almost and it too has struggled to me quorum it's at 33% of the vote.
Please go vote.
If you vote yes or vote no just go vote.
So there we go.
Checkbook.
We're still sitting at 13% spent of the 15.5 million.
This slide I did add since Friday.
This is the Dow based AI.
So I spoke to me about on Sunday, yesterday, and she's an advisory board member she founded
Dow base which is a big aggregator.
And it shows more so than what my stuff could show how many token holders are how many voters
there are how the Treasury is being spent over time, how the voters are voting her vote.
So you can look up the members and see who has the 27 which wall has a 27 million votes.
You know which fault that is that sandbox, but then who has the 3 million, the $5 million
all the way down.
And how do they vote yes or no in the past number of sits.
So really, really cool.
I highly recommend it now based on AI.
I tweeted a link to it.
Go ahead.
Yeah.
Is this is this for any Dow kind of?
Yes.
How is it structured?
There are over 160,000 Dows and this thing.
And I just realized I'm not sure if I'm online.
Looks good.
You see me?
Yeah, yeah, you can see me.
Oh, okay.
Then I guess it's my own internet.
Okay, looks good on Twitter.
All looks fine.
Yeah.
All right.
Cool.
Then we're good to go.
So yes, Dow based AI.
Check it out.
It is what you want to see about a Dow all the all the intelligence that you would want
to know about how it's spending its proposals.
It's cool.
I like introductions on the podcast host.
I'm a landowner.
I've published two experiences almost at my third.
And the way things are going with magic palette, I'll be at 20 experiences in no time flat.
So as you'll see, magic palette is so easy, even I can use it and I'm not really too much
of a builder.
So this is really geared toward people like myself, and it will enhance the people who
are really good at building experiences like to Shay and an AU 24k.
Pets like so Eduardo from meta theory, there's this will enhance you if you're good, and
it will get you started if you're not like me.
So Pepe, up to you.
Well, well said.
Awesome.
Yeah, it definitely should be an accelerator.
And it covers especially this early design phase, where you kind of flesh out your your
idea and bringing it to life.
And this is where we come in with magic palette that we develop here on with my team on with
send Russia here.
It's yeah, it's quite a journey.
It comes quite a it came quite a long way already.
And you're excited to bring it into the hands of all you guys who build create who really
will bring the most out of it.
Yeah.
Remind me again, Pepe, when is this expected to deliver into the hands of the community?
Yeah.
So we have structured our zip and our kind of process through the through the development
that is still ongoing.
So we have already invested quite a lot of effort, time and money into bringing it to
fully working state to be able to push it to a better release.
We still have a few features and kind of technical things that we want to have ready.
And therefore we have structured it into four phases.
The first phase is already completed.
This is kind of the groundwork that we needed to lay.
We are now on working on phase two.
We are testing phase two is centered around also a few core features and the cool just
to see Alex to join.
Yeah, I see that Alex is part of your team.
Yeah.
Yes.
He's one of our lead artists.
And what would you say, Pepe, when it's ready to be released, are we talking like six months,
a year less than that?
Oh, no, way, way less.
Way less.
Perfect.
Yeah, perfect.
Cool.
No, this will happen.
Yeah, this will happen this year.
Already in the next few months.
Awesome.
So you heard it.
We few months.
Yeah.
Next few months.
Next we roll out to.
We already have rollouts to TSP internal level design and our team.
So they have their hands on it and test it heavily on their own productions already.
So internal TSP production.
This is an ongoing process as well.
Super, super glad and grateful that these I would call them power users because I mean
these level designers from the sandbox itself, they really daily push experiences for clients
and for IPs.
So we are super excited to have these already working with Magic Palleting and giving us
very valuable feedback.
Yeah.
The next phase will then be the beta release.
After that, this is except back in let's say two months from now approximately where we
give access to everyone that has signed up on magicpallet.io.
You can register yourself, just drop your email and you will get on the list.
Awesome.
This beta version.
This little pre register button right here.
Yeah.
Well, we started off an episode one on Friday was we talked about what happened after SIP
was passed.
Then we started going into the design process.
So that was just us starting from scratch is if you were really using Magic Pallet,
that's what we wanted to do.
And we're about to get returned to that.
So step one was we started first with a concept.
We went through the pre production, which was I chose an island city, and then we went
to step two, which was build the mini map.
Pepe chose to build it within VoxEdit because it gave him a little bit more word Pepe customization,
a little bit more power to the what he wanted to build.
So the mini map was served as a small little draft.
And then that was step two.
It was a 48 by 48 by 60.
And then he expanded it to the normal.
If you're doing a one by one, it's 96 by 96 by 128.
If you're doing a two by two, it's 192 by 192 by 126.
So he expanded the mini map to the larger realistic dimensions, and then finished the
block out.
So we finished the block out.
And we left off with step four, which was importing that into Magic Pallet, which is
where we will return now to showcase the power of Magic Pallet.
A couple things that caught my eye was one, he used magic of voxel, but you could also
use VoxEdit in order to do your block outs.
And your block outs is importable into Magic Pallet, which is hugely different already.
So if you if you are a game maker at all, you know, you have to block, block, block,
block, block, to place your blocks.
It's painstaking, but you got to do it.
This streamlines that big time, big time.
So you use the power of VoxEdit to mass produce blocks.
And then if you're using magic of voxel or different parts of voxel, you can use shaders
and gradients to create some customization, import that into Magic Pallet.
And now we'll see the power of that here in just a few seconds.
So we're now on step number five, which is to start assigning blocks in Magic Pallet.
I think we'll get through that today.
And then whatever is left over, we will finish tomorrow and we will finish it off with a
discussion with his experience after the sip passed, and then unlocking milestone payments
to the development that he just spoke about.
Power users, I'll throw in that question too.
And then understand how has the sip process gone for him, so that those of you who are
doing your own sips can have a good idea for someone who's gone through it.
And that's how we'll finish this out.
So step number five, let me bring up the presentation.
I lost it.
There it is.
Yeah, bring it to the forefront.
And there we go.
So Pepe, I'm showing your screen now and it's ready to go.
Awesome.
That's great.
Let me check one thing.
I think last time we had a resolution problem.
Do you see?
Yep, I see it good.
I see well.
Is it well?
I think.
What was it last time?
It was kind of the...
Last time it was a little grainy.
Oh, it is right now again.
So we need to do that adjustment that we made.
And while you're doing that, I will create the zoom in function.
And yes, it was something with...
So as he is working through, I will keep the steps going so that you can just like last
time, you'll see the steps as I follow along with him.
There we go.
So we're on step five.
The expected deliveries in just a few months is pretty exciting.
I mean, in terms of how SIP's gone, this is a very ideal thing.
We're already demoing the SIP itself and what it's going to produce.
So I'd say money well spent on the DAO.
That's great.
I need to check.
Last time we had something with the frame rate, wasn't it?
Yeah, yeah, it was the frame rate.
You know what?
I can help.
I'll help adjust it.
Cool.
And it's under video settings.
Frame rate is x60 now and it looks a little bit...
I think it's the height and the width.
It's 720 by 1280.
Let me check.
I only have limited...
Ah, yes.
Frame rate was 60.
And then we had something...
Yes, there you go.
Now it's fixed.
Yes.
Nice.
Excellent.
Because much better if you guys see what we are doing.
You should be able to see things at a much higher rate now.
Yes, this is great.
This should work now.
As said, please pre-register because as I explained, we kind of go live with a better
version first.
Once we release this version, we really look forward to your feedback.
It will be a version where export functions will be limited a bit, quite a bit.
But still, you have the option to finally do your own maps and create them and assign
blocks as we do today.
And from there, we then go live with the full version for everybody.
Magic Pallet is and should always be free, available to all builders.
That was always our intention.
And we have a lot of exciting stuff that is even not noted in the SIP that we are developing
right now and adding...
Little bonus items?
Okay.
Cool.
Of course, of course, of course.
Always.
And yeah, but let's dive in for today.
So last thing we did was we imported the island city and we were just about to start assigning
blocks as you say.
Can you explain what that means to assign a block?
Definitely.
Let's give a short recap because I had a quick minute where I did refine our map just lightly.
You see it here in the center.
It's basically what we did last time.
But I just added these walls, city walls and a bit of, let's say, a bit of details, not
much more that we had.
Maybe we can go back even to our first version.
Right, right, right, right.
Yeah.
So we started with the block on the left and then you added the shader, which was the water.
Yes, for example.
Yeah, that was one of the, you can plot your scene.
You see it here.
If I choose.
And then we made it sandstone so that it wouldn't be so dark and scary.
Yeah, that was your wish.
I refined the, you can see it here, the mini mini map kind of.
Oh, and it renders the shading.
Okay, got it.
Yeah.
And then we added a few caves and all that because you said you want to be able to dive
into this.
And if you're looking to see how we did that, look at Friday's episode.
So send out podcast 13 and you'll see how we did that block out.
Exactly.
From there, we scaled it up from a really small size where you can work fast.
48 by 48 by 60 is what you had it as.
Yeah, and then we already go larger.
This is kind of, this would be a one by one as you see here.
That'd be 96 by 96 by 128.
See, I was paying attention.
Paying attention.
Perfect.
And here I started to lay out the city walls.
Oh, maybe we should just to complete the whole idea.
There was this.
This was the reference image that you guys see.
I'm okay.
We can proceed right through that.
That's fine with me.
Yeah.
Yeah, perfect.
So this is where we started kind of.
And now we had some inspiration from a concept art.
Yep.
This is good with me.
It's all good.
Good.
And we have now these rock formations.
And on top the city walls and the towers, very simple and abstract for now.
And this is now the.
Oh, I see what you did.
Okay.
So you added some grass patches.
You added some secondary layers to the wall.
Yes, exactly.
So we can see what we have here is kind of still, I would call it a simple block out,
but already a few details dialed in.
It's starting to be an enhanced block out.
Pepe, don't sell yourself short.
Yes, exactly.
But I wanted to add a bit more water.
These waterfalls here down there and the back walls.
And some waterfalls.
Okay.
Yes.
And what you also will see and what you just mentioned.
So we have here this is the water volume that we afterward will kind of be able to.
Now, show me real quickly, please.
How did you do that?
That's impressive.
I just showed the water so you can see how everyone's going to flow.
How did you only show the water like that?
Well, the model itself is kind of structured in multiple.
Oh, I see.
There's like layers like on a like on a.
Yes.
Okay, got it.
You see.
So the towers are separated.
The sandstone volume is separated.
And does it know that just because of the colors or how is it differentiating the layers?
Well, it all depends on your preference because every artist and every level designer works
differently.
But I find it quite handy to separate them into kind of multiple building boxes and combining
them once you are ready.
Even now, we just implemented into Magic Pallet that this is not needed.
So you even can use multiple objects and have them not combined, which gives you quite a
bit more flexibility when it comes to going back and forth.
But you can have just one model, drop it in.
You can have multiple entities, as you see here, for example, we have just a tower, you
know, just a simple tower with a bit of shading.
And this is exactly how I usually at least work.
So I just separate things.
It's also easier to apply shaders, for example, as you see here, we have a gradient shader
on the sandstone rock formation.
Yeah, no, that makes sense.
And also on the ground.
So this is stuff you've done inside Magic Pallet after you've imported.
This is all voxel based.
So this is Magic Pallet.
I meant like after you've done the gradients, after you've done the shaders.
Does that magic go?
Then we go to Magic Pallet.
This is what we do now and what we want to do today.
So we basically are happy with our block out here.
Of course, there are a lot of details that I still would add, for example, a few maybe
a few wooden docks or actually let's pick a color.
This is also something that we covered last time.
We just can pick any color for now.
This is just a representation because each color will become a block.
This will be we will see it in a minute.
But for example, what I always wanted to see, and I'm not sure if it will look cool or not.
But I imagine it would be nice to have a few, how do you say, bridges or docks or something.
Pepe, I'm good with it.
Let's just go right to the Magic Pallet conversation.
I'm good with it.
I know you're trying to perfect it because you're good at what you do.
Just go roll right into the Magic Pallet version.
That's perfect.
Yeah, that let me catch this one.
That looks good to me.
Yeah, that's awesome.
I also think we are definitely good to go to have it for a first run ready.
We save our file as voxel file.
And now we fire up my Magic Pallet.
We are...
There it is.
Exactly.
So you go to magicpallet.io, if you would log in, then this is what you'll see?
Yeah, basically, everything is web based.
So this gives much higher kind of, how do you say, it's easier.
We did this decision for accessibility.
So kind of everybody really just can, as you said, you can log in and use the software
from any browser.
And also because if we would go standalone as a standalone app, it would actually be
possible to load larger maps or have a bit more powerful features, but we decided against
it because of various reasons, especially in the crypto world and see where we have
a lot of scams, sadly, and all that.
We just read it, by the way.
So to say and all of his viewers are here.
Oh, nice.
Thanks.
Thank you to say.
Thank you.
We're gonna do a podcast.
So we're now inside Magic Pallet.
We were about to import our very finely made, what would you call it?
Island, castle, water place, whatever it is.
Yeah, definitely epic, epic water.
Play game.
Cool.
So Pepe tried to make it more perfect than it already was, and I just said, Pepe, let's
go.
Let's do it.
Let's let's roll.
Yeah.
So let's load the map that I have myself find nice red so that I can watch and learn.
So this is where you once you loaded it.
Now it loads itself into the web based browser.
And here is the interpretation of the model.
Exactly.
Yeah.
So this is what Magic Pallet does.
It kind of takes your we go now to the Pallet Builder on the right sidebar.
We have our Pallet Builder.
And so what am I looking at right now on the right hand side?
Why do I see so many blocks?
Block colors.
Yeah.
So it's divided into let's say three sections.
We covered the land generator last time.
This is for the quick win.
Whoever even don't want to touch any voxels, it can generate your map out of the box.
Today we use the Pallet Builder.
And that's the second tab here.
We have a top.
We kind of have the inspector or it kind of it shows us.
Let me choose another block.
We can we can inspect or have details.
What does it mean to inspect exactly?
Kind of it shows you the blocks that you're working with.
So like you can zoom in on it and see it in more fine detail?
Exactly.
Not only that, you see all sides of the block.
Okay.
Similar to what you have in VoxEdit once you create a block.
Did you create the asset block or is that from somewhere else?
So we have a lot of our own blocks that we feed to the Magic Pallet database.
Things that you've created yourself over time in previous experiences?
Yeah, exactly.
And especially also in regards to what we think is being used.
For example, we have a lot of stone brick blocks, grass blocks, snow blocks, water blocks,
lava blocks.
So all these, I call them standard set or block sets that will help a lot of builders
to to kind of visualize their idea.
This is what we did work on over the last few months heavily.
So we expanded our block sets to right now we have more than 1500 blocks already.
1500 blocks to choose from, huh?
1500 blocks.
So what does it mean to, let's start from the beginning, start assigning blocks to Magic
Pallet.
What does that sentence mean?
Yes, this is exactly what we do now.
Just to finalize what we have here.
The important part here and we can just take a quick look here actually.
We have every block is linked to the kind of how do you say the marketplace.
The sandbox marketplace?
Exactly.
You see it here.
I will put up my browser.
How fascinating.
Okay, so the inspector allows you to connect it to the marketplace block where you can
see and what does that help you do?
Yes, because in the end you see it here we just take the blocks that we created in this
case but there are thousands of other blocks that are really hard to find sadly in the
marketplace.
You can't search for blocks right now.
So you need their IDs and this is this ID number up here.
Address bar.
So to have everything working we need these blocks because they will be pushed to the
final file or level design that we then load into GameMaker in the end of course.
So therefore every block needs to exist also or needs to be published in the marketplace.
So this is a thing that is needed and you see it here it has this ID bar here.
We also have a hex code and the hex code is kind of the link import.
Yeah, exactly.
The color that we see here and as you see if I blend out this is our color model I would
say.
This is what we did import from MagicAvoxel as a vox file and we now assign blocks because
what and you see it already here if I go back to block mode.
Magic Palette does this on its own.
It kind of figures out the value or the color shade and try to assign the closest blocks
and that it has right now.
This gives you quite quirky outlooks like we see here.
It assembles the tower out of really wild blocks.
Some of them might be even good to go but others need to be refined.
So wait, pause for a second.
So you imported the gradients and it is interpreting each of the gradient models as it's like replacing
it with a different block that is connected to the sandbox marketplace.
Yes, exactly.
Each color becomes a block and we of course feed the whole system with a huge database.
Is this done automatically Pepe or do you have control over which ones?
Yes, that's the cool thing.
It does it automatically as you see here but it's not usually what you want.
Sometimes it can give you quite a nice base layer to work with but other stuff you just
definitely want to assign either your own blocks or a better suited block that will
work better with your version.
This is exactly what we do right now.
We have our palette.
That's the sidebar on the left.
We have our block library.
As you see, we have tons of tons of tons of various shades of blocks.
For example, here we have a full lava block and the neat thing here, you also can search
for just lava blocks.
So show me what it means to make one of those assignments.
I see the palette.
I see the blocks.
How do you assign that?
That's now what we exactly use Magic Palette for.
First we start easy.
We basically don't want lava but we want water.
We search for water.
It shows us all available water blocks right now.
We choose, we just click one of the blocks that we want to work with.
In this case, it's one of these water blocks.
We assign a water block.
You zoom in after you change it like that.
Show me what it looks like up close.
Yes, exactly.
It just needs to be...
And each of these blocks on the right hand side where it says water, that's connected
to an NFT on the marketplace?
Actually blocks are not NFTs.
They are never minted.
And this is a decision that comes from KSB.
We are kind of happy and sad on this.
You never can sell your blocks or so.
But we have plans to load all these block sets, for example, the water set that you
just see here with various rates of water in bundles so that you can really load.
Because as I just mentioned, we have already more than 1,500 blocks in our library.
And we want the user to give the freedom to load what they need.
So we certainly provide a base set with all the needed starting blocks, kind of.
But from there, you can import your own blocks.
You can use our sets.
You can add more.
Yeah.
So where are these blocks housed?
The ones that you have, the 1,500?
Where do they live?
They live definitely on the marketplace.
But as I said, they're really hard to find.
You need their ID.
And this is exactly the link that MagicPilot does.
It grabs the ID and assigns them here in the build.
How did you find them if they're so hard to find?
Because we created them, you know.
Oh, I see.
Okay.
Yeah.
And if you are the creator, then you have access to the ID.
And if you are a builder yourself, you know that you probably almost certainly also have
your own blocks.
And this we definitely want to enable.
So this comes in phase three already, I think, or phase four, where we present a solution
that you as artists also be able to feed kind of your account with your own blocks, you
know, because each and every project has their own ideas and style and vision when it comes
to blocks.
So you have a library of 1,500 blocks that you and your team have already created.
So you're making that available to the community.
And then you're able to import your own blocks separate from the 1,500 that have already
been created.
Yeah, exactly.
Yeah.
Okay.
So as you see, I will zoom in a bit just here, the landscape.
We have assigned it was ice before.
So when you say assign in this case, you're choosing a color that you imported from the
block out, you are replacing that color with the block that is either part of the 1,500
or that you imported.
All right.
Yes.
So that's the magic of it then, huh?
That's the magic sauce.
That's the magic.
All right.
We figured it out.
Awesome.
So we searched for grass, everything is tagged and kind of categorized in our database.
This makes it much easier to build because in yeah, as we all know in Gammac, it is not
possible and on the marketplace, you just can't search.
So we decided to put a focus also on accessibility and we can now assign these grass blocks,
let's say.
And I see the top right, it says top, bottom, left, right.
Are those like quadrants of the block that you can change?
No, that's the side.
Oh, that's just part of like a picture of what it looks like.
Yeah, it's kind of each side of the block, the sixth side, it represents the sixth side.
Got it.
And then there's a hex number underneath it.
I see.
And then the ID number if you want to find it in its obscure location on the marketplace.
That's well said.
Yeah.
Okay.
That looks cool.
That's trippy, but that's cool.
Exactly.
And we have now already a few very simple grass blocks assigned here on these top surfaces.
We can choose to use whatever we want.
In this case, Pepe, what would you recommend to someone who is a beginner?
Say if you weren't here to advise me on what to do, what would you recommend that I stick
to or how would you recommend that I go about this?
Basically I really would think, yeah, go kind of global and think about your style, your
vision, how you want to visualize everything and really start with these basic assignments,
let's say.
Let's say that then the wall to me looks really pixelated.
I like to make it a little bit more monotone with some color changes.
Exactly.
This is what we do right now.
We go for the walls and we also go for the sandstone because we also have some various
blocks here that are a bit off.
We actually have already assigned some sand blocks, but we will...
Yeah, the one with the wavy look, that looks cool.
I like that.
This one?
Yeah.
That one.
We have a gradient with this one, so we definitely will try this afterwards.
Okay.
Actually, let's do this first.
As you said, we have this wavy...
Let's search for...
So I would be searching for sand like you're doing right now and then from there I would
try to pick the various types of sandstone you have to make something that looks appealing.
Yes, exactly.
That would be the basic idea.
So then, correct me if I'm wrong, if we hadn't applied a gradient to during Magic of Voxel
we wouldn't be able to do this.
It would all just be one sandstone color.
Exactly.
That's exactly what we...
See?
I'm starting to see the magic behind this.
Okay.
All right.
So we slowly...
Let me see.
We actually should start with the brightest tone.
I would say it would be...
Hey, nice.
That looks good.
I like that.
This one?
The one before?
That's good too.
The one before...
Let me check.
That's fine.
Yeah, we quite have a few...
Let me check.
That's good right there.
Yes, yes, yes, yes, yes.
Looks good.
We have more tones down here but they're already assigned I think.
If we can go even...
I'm starting to see it now.
I get it.
Yeah.
Okay.
That looks cool.
Yep.
That looks good.
What we also have...
And this looks quite quirky but I decided to do the whole ground as also a radial gradient.
This will give it quite a bit of effect when you dive to the ground.
Nice.
But for this, we also need to assign some sand.
I want it to look visually appealing when you dive.
Something that you can see through and it's not just darkness.
Yeah, this is exactly what you mentioned in the last episode.
I thought we'd just try this effect.
I never tried but we will see.
Right now you're picking different degrees of the brighter sandstone.
Yes, exactly.
This is actually just sand.
You see it?
Yep, I see it.
It's a grainy sand and up here we have this wavy sand that you decided to go for.
Yeah.
I hope we have assigned everything on the sand now.
So what we also want to do now is to make these, as you quite polite mentioned, they
are quite pixelated and even worse, they have some tech sci-fi blocks in them.
And so when you first port this over, it's going to automatically assign things like
it did?
Yes, based on the palette that you had.
But this is the magic kind of.
You don't need to know the exact state or color because we assign it now.
And after that, you can re-export your voxel file back to MagicVoxel or Voxelit if you
want and work further.
And already have your assigned colors in there from there.
So actually let's do the stone walls here.
We search for, I'm not sure what they are called, but I know that there are some quite
cool, I think it's this side.
Ooh, okay, we're getting closer.
Exactly.
So yeah, yeah, this is.
This is a brighter stone.
Let's check this one.
Okay, cool.
Yeah, cool.
Yeah.
And then we have a few more.
What is the little itty bitty rectangle beneath the block?
Over in the right there, like all of them has a little bitty rectangle beneath it.
Yeah, then a mini, mini dot.
This is the hex, the hex color.
Oh, okay.
That is assigned.
We will have an option that you kind of assign your own colors to your own blocks, but these
are just the colors that we did kind of combine with our existing.
Got it.
Okay.
So let's actually see that we have.
And there's a button there I'm trying to figure out next to the import button to the right.
Yeah.
Above the palette.
Yeah, these two.
The one on the left.
Yes, what is that one?
Yeah, this one, I can press it and you will see it.
I can load a palette, a custom palette.
I have actually here one, but I just don't want to mess up everything that we already
did.
And what it will like, it will load all of that to the right hand side or in the.
It will update this palette field here.
And if you already have your assignment made, you can, this is kind of your backup or your
safe system when it comes to your block assignments, you know.
Because you can save as a box file top bar on the left top left corner.
But you also can just save your palette with this button here.
You see it here.
It gives you this, this just one line of one pixel.
I see.
And that's the arrangement that I see in the palette.
Yes, this you can load into box edit into my box.
That makes total sense.
Yeah, cool.
It's just another way for you to work with the palette.
But we have assigned now already a few nitty gritty stone bricks, as you see.
I want to change this one to.
Not sure is this suitable.
And if it's stone work.
So this is a process that especially if you don't know the blocks itself yet, you know
that are available to this will be kind of an exploration phase, you know.
Let's make that one the top of the.
That right there, that color.
Yes, make those the size that you just had that color.
You know what I'm saying?
You had it right.
I liked it before.
I was the bright neon.
Yep.
Besides, no one more.
But it was before that.
So kind of just like this.
No, it was like bright blue tops for bright, bright blue.
Oh, OK.
What you had originally neon.
OK, we can we can go back.
Yeah, that right there.
So make make the sides of the tower that color.
And neon.
Yep.
OK.
And I think there is a glowy one.
So go down.
No, no, not that one.
That one.
Go back one.
All right.
This one.
You mean that that one?
Yes.
The beams.
Make the beams.
Yes, there we go.
OK, there we go.
Good.
Awesome, awesome.
This will be an emissive.
It's actually it's a TSB block.
OK.
Check it out here.
Yes, I see.
Metaverse Glow.
It's just an emissive blue block, actually.
Cool.
It can look cool and we can check it out.
Yeah, we'll see.
We'll see.
We will see.
Exactly.
And yeah, I think we're already.
Yeah, it looks good to me.
So once we assign the blocks, what happens next?
Yeah, we always can check again how our voxel kind of model would look like.
But right now we have our blocks assigned.
And I would say we are ready to rumble in GameMaker now and test this.
So then after you've assigned the blocks, you import to GameMaker?
Yes, exactly.
I will download quickly as box so that we also have.
How do you do that?
You click the little download.
Top, top left.
Yeah, we have various download options.
Box, LPK.
LPK update and OBJ.
OBJ is to work with your map, for example, even in Unity or Godot or two games outside of, for example.
If you want to.
So that's an option that you have now.
With with your level designs.
But let's stick to the sandbox now and we export.
A file format that is not.
Kind of publicly supported right now.
And it's more for internal use and for for trusted partners and all that.
So this is exactly where we work together with with the sandbox team itself.
We want to make this process as easy as possible for everybody to push your maps through your own account and then play them and test them.
Going back again into magic palette.
Do your changes, iterations where you see fit and even go back to your voxel model if needed to change really full landscape masses, shift them around, do crazy stuff, apply new shaders, combine things.
Things that that actually are not possible in Game Maker right now.
So this is.
It's always kind of a back and forth in between your, your tools to accomplish the desired game level, you know.
Gotcha.
So, and so which button was it that allowed you to import to Game Maker.
Yeah, exactly. We now import to Game Maker. Give me a second. This will take a minute, because I need to find my Game Maker installation and the resolution just messed up everything here, but we will get there.
No, no problem.
So we now have our file.
We need to drop this file into a location.
Which button are you pressing to export to Game Maker.
Yeah, exactly. I don't want to go too much into depth with this one, because it will change, you know, as we're working with with TSB development team, especially Game Maker development team, hand in hand to enable an easy process here.
It's not fully evolved and development is in the early stages, but this is, this is the goal on our side, you know.
Okay, so that things are as easy and as approachable as possible.
So, let me check quickly.
Yes, I think I found it.
So let's fire up Game Maker.
We'll push this.
Hopefully, we don't have a massive update.
Yeah, hopefully didn't update in the few days that we were here.
Yeah.
Yeah, and you see now it detected the kind of it says it's an old Game Maker version.
As it does all the time.
And now it migrates my, my land that I just exported from Magic Pallet.
Let's see if this is going well.
So we go to our workspace.
And that should be here. It doesn't have a preview yet.
But this should happen afterwards.
So this is exciting. First time.
Let's see our mini map or kind of it's, it's a large scale.
Yeah, it became a two by two actually already.
That's cool. I'll put it on one of my two by twos.
That's fine. Yeah, yeah, you can definitely refine and evolve it from from here and make a full, full game out of it.
I would imagine. Oh, wow. All right.
Oh, that's much better than I thought it would be. Okay.
But the wall turned out great. I like the wall.
Yes, yes, yes. Yeah. So this is first look into our.
Yeah, I think it looks good.
Where so now we can start applying logic and putting down the different assets that we're looking for.
Exactly. Let me check somewhere. Oh, because each one is now a voxel or a block.
We can start influencing as if it were really.
Of course, of course. But the most fun part right now is to check how things look.
And especially what I also would do at this early stage to find out.
I wasn't a spawn point. Yeah, yeah.
Important to set your spawn somewhere so that you can start your journey to explore your journey.
He says, yeah, yeah, of course, you start to assign what or even just even start placing assets now already.
What I would do first is going, of course, you don't need to use the prefab.
We now have the option to tune in this quite nicely.
But let's see what we get if we.
To you and I don't know what do you guys like.
I just also need nice, nice, nice. Fine. Yeah.
And then put the spawner right there at the beginning of the gate.
Yes, cool. Okay. Does it is a bit orangey. The night is cool, but it is something that also like this one here.
It shifts your colors quite heavily. You know, you will you will see this.
Once you're in game, but let's check this one for now.
And we drop into the game. So first time.
We are live in our map. Okay, that's that's bigger than I thought it would be.
It's super big. I mean, already I can see that if I needed to make changes, I would make changes on the on the really bright sand.
Super bright. Yeah, trying to take a dive into the big ocean.
Yes, we will. We will now, of course.
Taking fall damage right now.
It seems so. Yeah, that's okay. Yeah.
So I did see, I mean, nothing is connected. I would, of course, add some bridges and stairs and all that.
But let's dive in. Yeah. As you said, this is cool.
Yeah, that's cool. All right. So if I were to add things like I'd add fish, different aquarium type items.
You're about to die.
I'm running out of that's okay. I like it.
I can I can see how easy this is now to do stuff. Yeah.
As you see, you really can explore now what we did build in voxel.
That's quite cool. I would say. Yeah. Oh, do we get some air?
Yeah. All right. So we're now in a cave. Yeah. I'm not sure where, but it needs to be in the backside of the let me check. Yeah.
Yeah, there it is. Okay.
Of our map. So this is when you had applied those shaders.
Yeah, that's blue and then assign the blue block to be this wavy ocean style.
Yes. Yes. Yes. I mean, the ocean blue is because we are underwater right now.
And actually, we now actually really and you're about to die.
Okay, cool. No, I totally get it. Makes sense. Yeah.
Yeah. So the magic behind magic palette is its ability to number one, make it to where you can create a map through box edit.
So offers you more powerful creation origins.
And then once you import it, you're able to mass copy replace the blocks of the same color.
Yes, exactly. Okay. I mean, each type of as you see here, we have various types of stone bricks.
And you decided on these glowy. I sure did.
So you see him here. Life in action. It's cool. All my terrible designer choices. Yeah.
It's perfect for now. But but that's the beauty. We now can test things life in in the environment as we are as we as we design.
This is why I suggested to to add a kind of the ambience or the setting as soon as possible, because it really gives you this final outlook.
You know, so if you decide that you want to go night, you should do it now and and then start seeing, okay, this block fit.
I really like, for example, now it's the whole sandstone stuff is not that bright anymore. So it's totally nice, you know, that.
Okay. And all these design choices when it comes to blocks can can be made much easier if you if you if you decide on your light settings.
And as you see, we have plenty of room to build, you know. Yeah. And you can start placing assets as you need to. Exactly. Yeah. Yeah. Yeah.
You know, I was thinking of just the other day, Pepe, as you showed this to me and and now that I see it more fully, I still hold it to be true as a as a landowner myself.
I am not talented like a you 24K is in an asset design and as you are in game and game making, let's call it and then Eduardo and sending messages and creating just works of extravagant art.
What I can do, though, is offer places to which those creations can be housed. So if I had a six by six, let's call it.
Then I could theoretically have you or a you 24K or to say or whoever else just start mass producing magic palette games that then at that point, all you would need to do is just have them develop the assets to which to make the game,
whether it be a first version shooter or just exploration and RPG. You could really accelerate the time it takes to just creating the assets that you want to meant.
Yes, I mean, it is all block based as we as we know and see here. But as soon as you start adding details and this, as you just said, can happen very fast with with also existing assets that you have.
Yeah. So then that makes them where they can spend more time on the logic and the RPG aspect of it versus the just like click, click, click, click, click to put all the blocks down.
Yes, especially more sophisticated. I would say, how do you say designs usually go or easier to achieve with assets, as we know.
And you can go much more detailed. Gotcha. But, but as you see already here, if we play some scaffolding here along the walls, there are all the sudden not that boring anymore.
And if we would add more top rail details and all that. It really can evolve fast, you know, and that's the beauty you you can sometimes what we also do.
When it comes for example I would, I would, when we really would go back to the to our reference image it's it's kind of these whole hills here would have a brawling sprawling city medieval city that is with buildings and all that.
And I would do buildings, maybe part out of blocks, but mostly out of modular elements assets, in our case here that that I will place.
And I think that that would be quite give us quite a cool city escape, also in no time. So it's always a combination of blocks, assets, then of course logics and effects and and all what what you need on top of it.
And to flesh out your level designs. And as you just mentioned, this is exactly the beauty of magic palette it it it accelerates it heavily and make things possible that were not possible before you know, and once you have it here in
the back, are you able to go back to fix it. And if you see something you need to fix. Yes. Yes, exactly. That, that's the cool.
Dark, dark. Yeah, I want to, but I'm not sure if I can. Oh, here it is. Nice. Okay, cool. Oh, no, that's that's cool to let the ship be sideways.
On grinding. So if you needed to fix something you just go back into magic palette. And then you would then just re uploaded again.
Exactly. That's, that's the beauty. Okay, it's all, all everything you died, I could tell you that was going to happen.
It was just one jump to four. But it's exactly what what you just said, it, it allows you to iterate on on on the block on block based kind of design choices.
Whoa, whoa, is that ship going someplace. Yeah. Yeah, yeah. What does an animation. Okay. But I'm not sure if I can climb it. Yeah, that's pretty cool.
That's pretty cool. Yeah, you see I'm already see. All right, you have your own, your own ship captain Jack Sparrow.
Exactly. And you see we already have we go about that. So cool. So then that's really the magic palette version of it right there is to get it to where you can import into game maker.
Yes, yes, and going back, because for example we might be not super happy now with, with the walls or the neon with the neon part of the wall or with or with the neon. And of course we now can change it here you know everything is edible.
And we, yeah, you know, you know, you can destroy everything here, as you would usually or or add more blocks.
How would you be able to use this version right now that you're fixing up and put it back into magic palette.
Yes, right now I would grab a file, kind of a hidden file right now, and export this back into magic palette. And from there I get all the updated info on the blocks, you know, and, and by the time you get to the part where you release it though, it'll be more obvious what you need to do.
Yes, this is the goal. It is quite challenging to to get this up and going with the game maker team, but we are on it and we truly hope that we can present a very straightforward solution here to really enable going back and forth in between magic palette and game maker.
As what we will do, and already working on, we will actually implement a super simple play your experience inside the browser already to test things.
And we think this has great value for builders, when you kind of actually what we just did in game maker, that we can do it here in in magic palette already to a certain extent.
You know, just to walk around and figure out the distances, how things look and all that. Of course not acid and logic placement and all that this this always will be reserved to game maker, but we want to make the workflow as as approachable as possible.
I think you've succeeded in that. Even someone as myself who is who I am quite an amateur at this. Even I can see how, especially with the mass replacement of of a hex cell to a sandbox marketplace object, I guess it's classification.
That right there is the power of this thing. Makes it much simpler for me to access the customization aspect of game maker.
And then when I import it over into game maker at that point. All I'm worried about is placing assets, creating logic in this messages and the quests.
That is pretty exciting. That is exciting.
Cool. Yeah, we are excited on the various fronts as well because we see way beyond and we have, of course, our roadmap that we push forward to.
We see great potential also on the generative side, we didn't didn't look into this today but you know we also have these generators, where you can create your own games out of the box.
With, with just, we did see this last time, with just a few clicks. And we have various generators in the works that that we are quite exciting about.
And one thing to give you a bit actually can load this one, give me a second. So just to finalize I think that this, this is what we showed the full scope already quite nicely.
Let me load one other voxel file that I just, I'm not sure if Alex is still here but he did work on this one. Alex if you're still here, say something in the chat so we can give you some congrats on your work.
So Alex did this one.
Yes, he did. I mean it was a back and forth between him and myself. But you see this quite quirky version of of this little castle here.
And it has some funny colors, but these are the colors that we already have assigned in magic palette you will see it in a second. And the cool thing here and you will see a bit more in detail, why we have all these kind of pixelated colors here on the wall
for example and all that. And also why we have for example these super weird gradients here in the center Plaza, because when I load this one now in magic palette.
Let me find it.
I think it was this one.
Yes, cool.
So this is what we just did see voxel based.
And now once we zoom in.
We see that we have a quite advanced block set assigned to all this, you know,
each color became on a very specific spot became, for example, these stained glass windows, or this top stone block blocks that you see here.
These are consist out of two blocks that work hand in hand, or we have a quiet detailed pavement.
Or we have wooden boxes, just all block based, you know, and I think this is the beauty of when you really deep dive into blocks, you can go quite detailed and and really, really excited in with with the power of magic palette.
This is first time possible to do such things.
And this was using totally magic palette.
Yes, this is, as you see we can go back to the box.
Go back into the where the crates were.
You must have used a different color right.
Yes, yes I see now. I see.
And that is clever. Okay.
Yeah, exactly. And also the pavement, if you take notice of the pavement, you know, we have various shades here in the center.
That really opens up a lot of possibilities.
Yeah, seamless patterns or transitions, or, as we did see these gradients. Yeah.
All that stuff here you know.
Also here down, even just the simple shading here.
This, this is all possible now.
Kachenga said in chat that that he had never thought of blocks in that way before. And I agree completely I had not thought of it that way either.
Yeah, yeah, that's cool. That's exactly. It was even for ourselves and our team, quite a bit an eye opener once we were able to do this here you know, because you really start thinking about these blocks in a different way.
Yeah. And go back to the model. I want to see what the blocks were for the faces.
The gargoyle statues Yeah, what what those look like in the voxel.
Okay, yeah, just to blue. So why didn't the top portion, go back to the voxel.
That why didn't that change the same color as the ones below because it looked like the same hex.
It's not it's not the same as it's suddenly different. Okay, okay. Yeah. All right.
It's zero. That's cool.
That's a job well done in my book.
Cool. Yeah. And, yeah, it looks a bit quirky, I would say. Yeah, but once you start assigning blocks, then you can understand the power of it.
Yeah, yeah, yeah, exactly. And that makes complete sense.
Yeah, actually, this is, this is something that Alex is working on right now. We're doing a little I can.
Do we have game makers still open.
Yes, we have.
Let me go back to main menu.
We, we have this one.
I'm not sure where it is.
I might find it. We have many many tests.
I have no doubt.
That land that are quite wild.
I actually can't find it right now but I'm sure it is somewhere.
One thing that I can show you is another, and we did see this map we shared it on our Twitter, X and other socials.
This is another two by two.
And is actually
quite neat. It's Alex again.
No, this one actually is a Minecraft build.
This is great exported from Minecraft.
Export from Minecraft.
Yeah, this is something that we worked on just recently.
And you see it gives us this quite bloody. I mean this is, these are the blocks that I have assigned now to this map here.
But you can have all the different styles and moods assigned to this, to this experience as you like you know, because
how did you import it from from Minecraft it export as an object or what.
No, it actually really imports Minecraft genetic files right now magic palette.
We just upgraded our, our file loader recently and we were able to support this, this, this format.
This format you can get by using tools inside of Minecraft and take kind of a portion of your build kind of make a snipping box and export this, this as a file it's a schematics or sham file.
This you can now actually, yeah, exactly you can import now into, into magic, magic palette, and from there into sandbox.
And we think this, this gives huge opportunities to a large builders community that we didn't tap into yet, you know, we all know there are hundreds of thousands of very talented Minecraft builders.
And we think this could open quite an exciting revenue model for us for them or for builders, not only publish on Minecraft servers, but maybe also on sandbox.
You know, that's cool.
Yes. So we, yeah, we well done Pepe. I'd say that this is, this is exceeding the expectations of what you even described in the sip itself.
I hadn't imagined what that would look like. I didn't know what that would look like.
And then, as, as you kind of shown how it will, it will replace entire segments, entire colors of, of a block with a block that exists within the sandbox marketplace.
And that those blocks become it pretty much expedites your ability to create in game maker to where you can get to the actual RPG element or the triggers and the different stuff it takes to actually make the game the game.
Yeah, exactly.
You see, just to, to finish the screenshot.
Yeah, and that's, oh shit.
I just spawn or is somewhere in the, in the, yeah, where as Kachanga says and chat it lets you let's him focus on the gameplay more I completely agree.
Yes, yes, exactly and and really let you test things fast you know I mean that that was always our intention and this is exactly what what we used it in our own productions to to get you going fast you know, and see how things look, the proportion
and the spatial awareness of a level. Does it work in game. How do we want to build certain certain spaces and all that.
And as you see before it was quite a dark, vampire stick, bloody see. And now we have a full snowy landscape. Yeah, it looks a lot like the Moria from Golden Sun, you're playing that game.
No, I didn't, but I think I know what you're referring to. Yeah. And it's, it's.
Yeah, this is the power of magic palette you can swap seams of your existing builds fully completed games, and just give it a winter scene with just a few clicks, you know, and all that's impressive.
Well, I'd say money well spent on this one. Now I think did made a good decision on investing in this tip, and you said it will only take about three to four more months before it's available to the community for usage.
Yeah, that's our goal we press hard we we really push as fast as possible. We have a lot of features that are in the works. Some stuff is already ready and up and running as you see the base idea is fully working and all web based so super approachable.
And yeah, we are excited as hopefully you are, I am very excited. I am very so I'm more of the landowner business person myself, but even I can see myself, having the ability to approach the concept of game making in a way that makes it.
Let's call it.
It makes it to where I can I can at least try to make the attempt, whereas before, I would have to be placing individual blocks and I would have no hope of creating something at all to work with.
But this gives me a fighting chance.
This gives me the ability to start and especially for those who are really really good at this. Oh my gosh I can't imagine what what to say is going to do with this, or kachanga in the chat is going to do with this.
Yeah, I forward to it.
Well thank you for explaining this I think it makes it very clear what the value of magic palette really is.
I don't think there's any doubt now.
Yeah, that's our, our approach, we want to make everybody a builder. This is why we also come in with our procedural generated levels, because we think making even these mini maps, especially these detailed ones with with quite complex block sets.
It is a bit more advanced, but you even as as as novice you can get there.
But as landowner and as you said there are a lot of landlords that might never have the intention to touch box edit, or even maker.
As much as I want to I just don't have the time to but this makes it a lot easier accessible as kachanga said in the chat, makes it accessible.
Exactly. And, and of course this is just one sample.
And I did show you this, where you could publish just, for example the dungeons.
And you have as I said, other generators in the works that are quite exciting.
But this, this can be, this is ready and can be loaded into game maker and each time if you generate here a new map it's, it's totally different.
Because the settings that the parameters create a new map and push this to your land, and you have something to play on, you know, yeah, yeah to work with to play with that makes sense.
And to to have to invite your, your friends and and and gamer community to actually play something on your land, because right now it's barren and and that's sad for all of us, because we, we don't want empty and empty metaverse you know.
Right.
And I think, I think this makes that very very obvious now. So I'll, I'll move it back to the slides itself.
So what's obvious is today we went through the, the four steps it took to get to what you saw just a few moments ago, which was that. And step five we started with start assigning blocks and magic palette, and there were 1500 blocks to choose from.
And you assign a block by replacing a single hex, which will replace all of the hexes in that in that magic palette loaded experience that you've imported.
And when you do that across time, as you saw from what Pepe, excuse me what Alex put together, you can really start to change the, the visual flow of what things look like and make it much faster and you're building.
So after that you in step six you download the file and import it to game maker. And then you, you. I think I meant here, import into game maker and then you start creating all the things you know that you normally have to do like your logic, your spawn location, and Pepe said make sure you change your, your ambience immediately.
So, the day the night the desert whatever it was, and remind us one more time Pepe why did you want us to do that immediately.
It's more like, because these light that things in game maker do in from a designer's perspective, they inflict or they kind of alter the colors of your, of your game and and actually your blocks, how they look quite heavily, you know, in night, you have a bluish tone overshaded
over everything. And sometimes you lose a lot of details when you decide to go for a night mood, you know, so this is why it's just a recommendation I mean this doesn't need to happen immediately.
And sometimes it's also cool for example in one of our last productions.
We zoom out just a little bit and the one that you're showing right now zoom out so we can see the whole thing while you're talking. Yes, they go right there. Continue.
And the cool thing is, you can also just dial in a standard preset or something and go from there. And once you have a more finalized build and having even added some asset and some emissive stuff and all that because this is also quite a bit challenging
for a game maker. Once you have this dial in, then you, you really tweak your, your light settings to your liking you know, but it's just a recommendation that you see what you get.
It's kind of what it's exactly this approach you know, okay, because this we can simulate. I mean actually we have plans to do it to a certain extent as well here in magic pellet.
As that we don't want to replace game maker and we don't want to replace any powerful voxel editor as magic a voxel or box edit.
We are the, the, the chain link in between, you know, we kind of make things talk to each other with pellet.
So after importing the game maker you start creating the logic, the spawn location, the ambience, and then the step eight, the final step, you start placing your assets, your NFTs, and you finish the game itself, having expedited your block building process.
And then you have a game ready to publish. So we had, we did this in two episodes in about an hour and a half each so that's a max of three hours that you can get this thing underway.
I'd say a max too and that was with me interrupting Pepe and saying hey change this and change that. Whereas as a builder yourself you would do this much more fluidly than I, and you could propagate it down under sub two hours to go on to maybe even less than an hour.
So I'd be interested to see how quickly you could, you could manually create from the block out process all the way to importing it. I imagine this is cutting down on it big time.
So congrats to you Pepe and Alex and the rest of your team for, for being, for creating a way that for us to be block designers, rather than just block laborers clicking, clicking, clicking, clicking, clicking until it's, you know, we've all, most of us have been there if you've developed experiences, even I have been there trying to get some of my experiences online.
So, yeah, thank you.
Yeah, that's cool.
We are super excited and very also pleased that you see kind of the potential of our app here.
There's so much more that can happen here. Of course, we only tackled down this, this, everything is block based voxel or block based. So there are limitations.
But actually I can give away that we already work with automated asset placement and all that type of stuff. So, yeah, the future brings quite some exciting things, especially on the generative part.
Good. I'm excited to hear that Pepe because it sounds like you even from the beginning when you and I had first interviewed on this, that you were looking to provide more than what the SIP had originally was designed around.
And I looked back and it was, it was 350,000 sand, which was the most expensive one so far, but clearly a good use of the DAL's resources for what value you provide.
And you're looking to provide even more that you haven't even announced yet. And to me, that's a win win for the community.
I congratulate you. Thank you. This looks like a job well done and I look forward to be able to use it myself.
Awesome. This is exactly what we hope for, that everybody tries, at least, or give it a shot.
Even just in this very reduced or simple form of generating your own little levels. I think it's, yeah, it's quite magical to see your land become from a non-existent little dots on the map and actually start pushing ideas and content and cool
games to your lands. Yeah.
So this will conclude episode number two, part two. We're going to do one more part where we do kind of like a debrief of what we had done in episodes one and two.
But then we start, we'll end it with a discussion where we explore Pepe's experience with SIP number six after it was passed.
So for all of you who are very interested in SIPs and how you can produce your own, how does it work after you have a SIP that's been approved?
We're going to explore that in episode three with him and unlocking the milestone payments.
How has development gone versus what he expected it would be? And then the mentions of the power users and just a general feeling for what, how did the DAO play a part in the SIP success or not?
How was it a roadblock? And really just kind of working out the truth and the reality so that if you were to do this yourself, you know what to expect.
And you can do, you can be just as successful as Pepe and his team are, which by all accounts, extremely successful.
So thank you again, Pepe. I appreciate your time on that.
Thanks, Lancer, for having us.
Yeah.
Super excited. Yeah, let's dive in into more into more the SIP aspect or kind of the DAO aspect that came with everything here.
We of course
focus heavily on pushing our milestones and going through these phases, because yeah, right now our goal is not only to unlock kind of what we have described in the SIP, but also to see what everybody can create with Magic Pallet.
This is what we work so hard for.
And yeah, as I said, we have much more in the works that was promised and I think it's a good sign because we are dedicated and we really want to make this work.
For example, the Minecraft aspect is quite huge in our opinion, and if we as a community can invite other builder communities to work with us with such tools, it's just a win-win in our opinion and all that.
Yeah, I completely agree.
And so let's finish up here and we'll conclude. So future episodes, episode number 15 is already done.
I can't believe we're 15 episodes.
Oh my gosh.
Amazing work.
I'm blown away by that. So we will continue looking to bring on advisory board members, special council members, SIP follow ups. So I'll be looking to, I'm going to reach out to Remy from the SIP on the landowner side, the one that passed a little while ago to see how close are we to where that's going to start.
And landowners will earn their increased rewards and the two SIPs that are about to close look like they need a lot of quorum and that is very concerning.
I hope that if you haven't voted, please go vote.
It hasn't even reached 50% quorum when we really need that and that's how many days do we have left.
I'm in the wrong. Let's go to sandboxdow.com.
That's not it. It's the sandboxdow.com, isn't it?
That's not it either. I don't know. I'm gonna have to go back and look but we are within at least 24 to 48 hours. So please go look.
It's usually Wednesday, each, each second Wednesday is the turn is.
Yeah, I see it now. So 24 hours. We have one day left.
So please go vote because there is a, I've interviewed both of them.
The budget for blockchain events, which was hermit crab studios and then the mandate for Dow collection, which was Arthmore and his is big expertise and curation.
So there was a lot of debate on both of them and the forums, but please go vote. This will only works if we all vote, whether you vote for or against.
So there's that. I mean, Pepe already has the vote. So he's just enjoying the fruits of his success right now at this point.
But of course, we still need to deliver, you know, it's not all done.
But yeah, we did quite a lot of effort to reach the quorum and I think this is the hard sprint that you need to do when you go for a DAO, for a SIP, sorry.
This is the challenging one. Of course, your idea needs to be striking and kind of need to make sense to the community, to the builders and to the landowners.
But a quorum, that was the challenging part in our case. Yeah.
And I'm going to be doing the same thing you are soon, Pepe, because it looks like my SIP for the Sandow podcast funding of this podcast right here is about to hit vote.
And then my revenue options where I piece together a team of finance experts, entrepreneurs, different blockchain specialists to propose revenue plans for us to SIP into existence so that we are earning money for the DAO versus just spending the money.
And that's a lesson learned from the Apecoin DAO.
So both of those are getting very close to vote and I'm going to be doing the same thing you did where I'm contacting people and I'm trying to get people to vote.
So I'm very close to doing that it looks like in the placement. Yeah.
Exciting times.
Yeah, exciting times and sure indeed. So the last thing we'll end with here is the Sandbox Spaces. I added this slide here.
If you are interested in connecting with the SandFam, there are different places you can do that. There's a Discord. So the Sandbox game Discord and then there's a DAO discussion forum.
Under the actual Sandbox DAO forums itself, if you want to talk about the SIPs that are coming in and you want to discuss and that's where you can offer feedback to the different SIPs that you see like the blockchain one or the
Sandbox Academy that I interviewed a few days ago. Then there's Twitter. So we're a lot of Twitter is going on. So SandFam, Sandbox DAO or Sandbox game.
And then during the week there are multiple Twitter Spaces. On Mondays there's Mocha versus Hall. On Saturdays there's Bulls on the Block. Monday through Friday is Coffee with Captain.
They're very Apecoin centric but they will talk about the Sandbox if you show to talk about it.
Well, Members is one of the largest landowners in the whole Sandbox. One of the largest. They're just waiting on delegations before they go and vote. I think Pepe you had an encounter with them as well.
And they're awesome. But yeah, they can't delegate yet. This is what they're hindered to vote because they have quite a, they would be quite a powerful entity in the whole game.
I think they had over 1600 lands is what they, which is more than 7 million voting power about. And so they come together on Tuesdays, which by the way, I didn't know this Mia Bao, who is the one of the advisory board members that I interviewed yesterday, is a well member partner because she knew one of the well member original people called and the people who put that together.
She knew them back long ago. So there's a connection there. I didn't even know until I talked to me about it. And then San Fam Cafe run by Pickaxe Master, which is done monthly.
And so connect because or this podcast itself, I will go over all things Sandbox Dow to include the sips like we're doing or updating our, our the latest and greatest on sip number six magic palette with Pepe here. And with that, I only see one person, one person Pepe who is on Twitch right now.
You want to guess who it is? He does this all the time.
Au 24K.
Oh cool.
So I'm about to raid Au 24K here and we will end with that.
As soon as I get to where's the little button where I can read my raid button.
Of course now I guess I'll do it manually slash raid, Au 24K right to do it. Yeah, I have to do it my own chat I think Au 24K.
There we go.
And we're going to raid so thank you all for your time. Pepe again, I love what you put together.
It's obvious how much this is going to help the builders. So thank you.
Thanks for having us Lancer in today's episode. And yeah, keep pushing the Sandbox Dow podcast.
Right on. And Alex, don't think I don't see you in the chat. I appreciate what you did on the, on the level that Pepe showed. It looks great.
Yeah, yeah, excited to show you this maybe next time as a full game.
I'll see y'all.
And good luck.
Good luck, Pepe.