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Alright everyone, welcome back to podcast number 16.

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This is the third part three of Magic Palette follow up with Pepe from Sandrush.

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And today we're going to be going over a recap of Magic Palette.

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Then there's some follow up questions where we explore the SIP process, a little bit of

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the Magic Palette development, and then we can close out our follow up with Pepe before

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it hits beta and everyone can start accessing it when it becomes available.

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So awesome.

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Great, thanks for having me, Langston.

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Yeah, absolutely.

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So SIP update and scope of the talk.

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So we're doing a set of recap.

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Disclaimer is we don't represent the sandbox game or the sandbox foundation, not your

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few financial or legal advisors.

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Okay so the scorecard, the scoreboard got updated a little bit.

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So there are, there were two SIPs that closed.

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Both of them did not pass because they didn't reach quorum.

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That was SIP 9 and 10.

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And two just opened up, SIPs 11 and 12, Academy, sandbox Academy, and the ambassador program.

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And then the one that is now in draft is NFT evolution, which is crafting NFT drops.

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I just finished reading that one and I noticed Pepe that you had responded to it.

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I don't think I fully understand what it is, something about a recipe and then if it drops

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in the game, in the game, then it also appears on your claim page.

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Yes.

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Yeah, I mean, I'm not fully sure how it should or could be implemented directly into the

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game.

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But it would be amazing to have crafting up and running because I mean, this is the focus

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that I had when I did read it.

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Sorry for the noises.

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That's okay.

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I'm really eager to see this coming to life because it would would allow so much new opportunities

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for creating games.

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Yeah, I'm fully supporting this one.

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Awesome.

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Yeah, I pretty much didn't have any questions after I read it except one one little small

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one, but it seemed pretty straightforward to me.

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And while I don't fully understand it, it seems like like an obvious good one.

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And so that brings us to seven approved three not approved.

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That means the checkbook did not change.

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So we're still sitting at 1.9 million sand.

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It's been approved to spend just 13% of the budget.

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Okay, I did add this one since we last talked, which is the Dow base.

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And so there are 211,000 token holders within the sandbox style.

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1800 of them are voting wallets.

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So that's some interesting stats to add from Dow base.ai.

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introductions on the podcast hosts and Pepe one more time.

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Yeah, we already made I'm already native here.

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I know I know you might as well.

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All right, let's get to the recap.

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No, that's great.

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Thanks a lot for having me through these episodes.

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And back then, even when we had our zip up and running for voting, though, super, super

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glad and grateful for your your engagement and working here.

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It was a no brainer.

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And I think just the idea of us doing this together, where I would do it from scratch.

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I think the only thing left I didn't do was get an export of it so that I could then import

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it to one of my games.

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So yeah, he had the likely kid duties there for a second.

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And one second.

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Yeah, no problem.

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Second.

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And go.

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Ready.

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Yes.

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All right.

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Forward.

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Forward.

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Forward.

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Right.

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Cool.

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Say OK.

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Just in case.

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Just in case.

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So I can hide behind my avatar.

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That's right.

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All right.

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So let's go over the recap.

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We is our third episode.

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So part one was we created a voxel mini map.

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It's basically like a small, small version

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of what we would create in part two.

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So part one relied on us finding a concept art image.

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We found one pretty easy on Pinterest.

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And then took it to Magic of Voxel.

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You could also use VoxEdit.

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Or you could use GameMaker.

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But at this point, why would you?

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If you have VoxEdit, you could very easily create blockout.

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That blockout was a smaller dimension

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than the normal blockout version.

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So he scaled it down to 48 by 48 by 60.

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And so that was to create a low resolution

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that he could then scale up into the one

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by one, which is your 96 by 96 by 128.

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Or if you're doing a two by two, 192 by 192.

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So that was to create the mini map.

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And then we scaled it up to create the two

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by two resolution.

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Then part two was we imported that into magicpalette.io,

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where right now you can sign up here showing

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the pre-registration here for the beta.

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And that's where you started what Pepe said

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was to assign blocks.

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So there would be one hex color, 00FF00.

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You could replace a sandbox block with a hex color

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with a sandbox block.

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That's where we had the wavy water.

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It's where we had the neon blue from the normal sandbox colors.

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And now part three, we're going to debrief on all of that

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and then talk about the SIP process.

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Oh, I just went through part one without showing

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the blocks.

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Whoops.

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Anyways, this was the block out that we did in the mini map.

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The mini map here is over to the left, you can see.

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And then we Pepe.

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Actually, Pepe, would you like to explain all this?

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Of course, yeah.

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I mean, we can go over it just in a super fast forward mode.

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Yeah, we started small because starting small,

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when designing your levels or having an idea,

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it's really helpful to have not a huge canvas.

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It's the same if you paint or if you create anything,

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a sculpture or whatever.

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It is super helpful to make mockups, small scale models.

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I'm actually coming from architecture by myself.

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So this is something that we do regularly.

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You create a multi-scale model for the whole project first

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to find out how it will look and will

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work in the current cityscape or environment.

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So this is something that a lot of creation processes

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have in common.

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So you start small and from there you evolve.

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So we started with a small section kind of.

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And as you said, Lancer, we blocked it out really roughly

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and quickly to find the dimensions, the distances

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in between landmass and watermass, for example,

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in our case here because we did build this little bay area.

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And then from there, when I want to add more details or,

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for example, in our case, we used

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shaders of Magic Avoxel that were quite a powerful help

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when doing gradients in your blocks or in your builds

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and all that, I would scale up because scaling up

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gives me more canvas, gives me more space to work with.

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And you see it here in the screenshot.

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This is kind of the landmass.

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And on the right side, we have the water, as I said,

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where we afterwards were able to dive through.

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And from there, I add details, maybe even going back

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to the small model again and refining and then scaling up

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again.

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But this is basically the process.

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It's ongoing back and forth.

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And what I learned that I didn't know

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was that in order to create the water there on the right,

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you did something called a shader, which was basically

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like an auto fill of the empty space.

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And that is when he took that blue shader, which

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was the water, he moved it to the right.

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And that's what you're seeing, the separation of the shader

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from blocks that he originally created.

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And then, as you can see a little bit down here,

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it's darker and it starts to get lighter.

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He did a gradient.

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And that created different color hexes

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in some sort of progressive fashion from darker to light.

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And that gave us a lot more customization

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when it went over to Magic Palette, where you could then

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assign block colors.

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So if it was all the same hex color,

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first of all, it would be pretty bright, probably.

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And then second would be if you changed one,

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you change every single hex color, every single block.

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Right, voxel.

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So that created a bit of more customization

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that we could make inside, which was part two.

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So part one, the steps that we laid out, that I went through

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was start first with the concept, which was pre-production.

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Then we built the mini map.

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Then we finished the block out.

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Then we imported into Magic Palette.

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And then part two.

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Go ahead, Pepe.

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Yes, from there, we already did drop our voxel model

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into Magic Palette.

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This is straightforward.

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And we just today have updated our voxel loader once again

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and have made it more powerful.

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So it can load larger and more dense maps,

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even on our web-based application.

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We have some limitations.

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But as you see here, the model came out quite quirky.

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But it is there.

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So all what we did in voxels is now transformed into blocks.

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Magic Palette does this automatically.

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And you see here, it takes the palette

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that you see on the right sidebar.

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It takes these colors from the voxels

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and chooses the nearest color that we have assigned

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in our block database.

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And therefore, it will assign, auto-assign, these blocks.

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The city wall that we did here looks quite noisy.

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But we fixed this afterwards.

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Because each block or each color can

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be assigned with a block now.

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This is what we did afterwards.

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Yeah.

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Yes, you see it here.

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That's exactly what we did.

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We selected the blocks here, the sandstone

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that we wanted to have, the gradient

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that we did with this shader.

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This becomes now sandstone.

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And we assigned different gradients of sandstone

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to this.

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And also, the city wall looks now quite or more consistent.

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And yeah, after that, when we are

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happy with our block assignment and our style and design,

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choose choices, we can load at any time.

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We can load our map now into GameMaker

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and start exploring our level design.

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Which one?

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Where is that?

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I think it's here.

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Oh, or is it that you're trying to run through it?

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Yeah, good.

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There it is.

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Yeah.

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That was still Magic Pallet.

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Yeah, here we are in GameMaker.

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Yeah, exactly.

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Yeah.

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And then you, oh yeah, that's right.

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You put in a few assets.

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That was when you put that.

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Yes, I mean, that's the next step.

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Yeah.

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There we go.

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It's all block-based.

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It's all block-based.

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But as shown here, soon after, you

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can start to dress your experience with assets,

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adding game mechanics, adding effects,

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changing the light settings, and all that.

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This is what we do here to find out

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how the look and feel of your level

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is because it's important that you test your game

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or your level design as soon as possible.

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And this is exactly what Magic Pallet allows you to do so.

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Going as fast as possible with a full fleshed-out level design

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into GameMaker and, as you see here, be playable even

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at this early stage already.

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And test the player's journey, test the paths

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that you want to lay out, find out what you need to move,

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shift around, because this is also

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a huge strength of Magic Pallet.

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Or working with these mini-maps, as we described in phase one.

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It can be iterated so fast.

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And changes can be made super easy.

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So you can copy things.

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You can move full.

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For example, if I don't like the city wall dimensions,

262
00:17:04,980 --> 00:17:08,820
I just would shrink it with a few clicks

263
00:17:08,820 --> 00:17:12,060
and have everything still up and running.

264
00:17:12,060 --> 00:17:16,500
I just update my map and not needing

265
00:17:16,500 --> 00:17:21,460
to tear down the whole wall, build it up.

266
00:17:21,460 --> 00:17:24,220
Like what you're doing right now.

267
00:17:24,220 --> 00:17:26,660
5 meters.

268
00:17:26,660 --> 00:17:28,540
Yeah, of course, everything is editable

269
00:17:28,540 --> 00:17:31,940
and can be changed also in GameMaker.

270
00:17:31,940 --> 00:17:35,180
And also these changes that you do in GameMaker

271
00:17:35,180 --> 00:17:39,420
then can be loaded again back to Magic Pallet,

272
00:17:39,420 --> 00:17:40,940
even back to your voxel model.

273
00:17:44,340 --> 00:17:45,660
Right on.

274
00:17:45,660 --> 00:17:51,980
And at the end there, you chose a preset,

275
00:17:51,980 --> 00:17:55,540
which you then loaded in GameMaker.

276
00:17:55,540 --> 00:17:58,420
I mean, and it took no time at all

277
00:17:58,420 --> 00:18:00,820
to get that thing up and running.

278
00:18:00,820 --> 00:18:05,260
So this will be available on launch as well.

279
00:18:05,260 --> 00:18:09,940
Yeah, our generative procedural generated levels.

280
00:18:09,940 --> 00:18:13,620
We only start with one generator for beta,

281
00:18:13,620 --> 00:18:19,420
but we have a few quite exciting ones in the work right now.

282
00:18:19,420 --> 00:18:25,540
This is something that appeals mostly to people that even

283
00:18:25,540 --> 00:18:32,260
don't want or don't be the creators itself

284
00:18:32,260 --> 00:18:38,820
or being not working with voxels or blocks or GameMaker

285
00:18:38,820 --> 00:18:42,980
and all the tools that TSP provides.

286
00:18:42,980 --> 00:18:46,740
It gives you really just out of the box

287
00:18:46,740 --> 00:18:51,380
with a few clicks in Magic Pallet the opportunity

288
00:18:51,380 --> 00:18:59,300
to push your very own design and level design to your lens

289
00:18:59,300 --> 00:19:01,300
without much effort.

290
00:19:01,300 --> 00:19:09,780
And in our opinion, this should, yeah, we really hope

291
00:19:09,780 --> 00:19:13,180
and we also think and hardly believe

292
00:19:13,180 --> 00:19:19,980
this will accelerate the creation process even further,

293
00:19:19,980 --> 00:19:25,540
especially for people that just want to play something,

294
00:19:25,540 --> 00:19:28,940
just have something on their map.

295
00:19:28,940 --> 00:19:31,780
Not everybody is an artist.

296
00:19:31,780 --> 00:19:37,820
And not everybody has a budget to hire a studio like us

297
00:19:37,820 --> 00:19:39,740
or like yours.

298
00:19:39,740 --> 00:19:44,380
So this is really something that should appeal

299
00:19:44,380 --> 00:19:49,380
to all the landowners and even maybe people

300
00:19:49,380 --> 00:19:54,260
that don't own land because you also can play, of course,

301
00:19:54,260 --> 00:19:56,700
on GameMaker client.

302
00:19:56,700 --> 00:19:59,220
Yeah, here you see an example.

303
00:19:59,220 --> 00:20:03,180
This is our dungeon generator that we

304
00:20:03,180 --> 00:20:06,620
have up and running right now.

305
00:20:06,620 --> 00:20:11,620
Yeah, and then you very easily change some of the blocks

306
00:20:11,620 --> 00:20:17,700
up there in the top right, like a theme of blocks.

307
00:20:17,700 --> 00:20:18,300
Yeah.

308
00:20:18,300 --> 00:20:22,060
Instead of it being lava and obsidian,

309
00:20:22,060 --> 00:20:31,580
then you, right after that, change it to water and stuff.

310
00:20:31,580 --> 00:20:32,900
Right there.

311
00:20:32,900 --> 00:20:35,900
Oh.

312
00:20:35,900 --> 00:20:36,500
All right.

313
00:20:36,500 --> 00:20:41,420
And then, so what that turned into was step five.

314
00:20:41,420 --> 00:20:44,980
And step four from part one was import.

315
00:20:44,980 --> 00:20:46,820
The step five was you start assigning

316
00:20:46,820 --> 00:20:48,380
the blocks in Magic Palette.

317
00:20:48,380 --> 00:20:53,900
And Pebe, you said there are 1,500 blocks to choose from.

318
00:20:53,900 --> 00:20:57,380
And step six is download the file, import to GameMaker,

319
00:20:57,380 --> 00:20:58,540
as we saw.

320
00:20:58,540 --> 00:21:03,820
Step seven, import in GameMaker and begin creating logic

321
00:21:03,820 --> 00:21:05,540
and spawn locations.

322
00:21:05,540 --> 00:21:07,500
And then, Pebe, you said also make sure to change

323
00:21:07,500 --> 00:21:09,380
the ambiance, so that was the time of day.

324
00:21:12,300 --> 00:21:14,980
Yeah, it's a recommendation that I really

325
00:21:14,980 --> 00:21:17,780
would do early in the creation process,

326
00:21:17,780 --> 00:21:21,140
because the light of GameMaker, the light settings,

327
00:21:21,140 --> 00:21:25,740
affect how your blocks will look,

328
00:21:25,740 --> 00:21:28,740
and especially the colors will look.

329
00:21:28,740 --> 00:21:32,140
And step eight, place your assets, which you wanted,

330
00:21:32,140 --> 00:21:35,220
and finish your game making.

331
00:21:35,220 --> 00:21:38,140
You can publish it after that.

332
00:21:38,140 --> 00:21:41,100
So that brings us through our recap.

333
00:21:41,100 --> 00:21:45,780
It was a pretty easy thing to get through.

334
00:21:45,780 --> 00:21:50,660
I was, I wasn't sure what I expected.

335
00:21:50,660 --> 00:21:52,500
That was easy.

336
00:21:52,500 --> 00:21:54,220
The only thing that I'd have to learn

337
00:21:54,220 --> 00:21:57,340
is how to do a block out at that point.

338
00:21:57,340 --> 00:22:01,660
And then, yeah, my amateur skills,

339
00:22:01,660 --> 00:22:06,700
that logic-based stuff, messages, which is still very,

340
00:22:06,700 --> 00:22:08,020
very bad right now.

341
00:22:08,020 --> 00:22:11,860
But at the very least, this will cut down big time

342
00:22:11,860 --> 00:22:15,540
on the block-placing portion that we normally

343
00:22:15,540 --> 00:22:19,380
have to do now during GameMaker.

344
00:22:19,380 --> 00:22:22,020
That was exciting.

345
00:22:22,020 --> 00:22:23,020
That was very exciting.

346
00:22:23,020 --> 00:22:24,060
Cool.

347
00:22:24,060 --> 00:22:24,580
Awesome.

348
00:22:24,580 --> 00:22:25,060
Great.

349
00:22:25,060 --> 00:22:30,340
So there's some questions that even just outside of itself,

350
00:22:30,340 --> 00:22:32,780
things that I wanted to touch base with Pepe,

351
00:22:32,780 --> 00:22:34,780
but wait till the end to touch it,

352
00:22:34,780 --> 00:22:37,220
because we want a demo first.

353
00:22:37,220 --> 00:22:43,740
So let's go with, can you walk me through, actually,

354
00:22:43,740 --> 00:22:45,540
let's start with a development question first,

355
00:22:45,540 --> 00:22:48,620
since we're about to come to that.

356
00:22:48,620 --> 00:22:49,980
How has development gone?

357
00:22:49,980 --> 00:22:53,220
Has it gone just totally according to plan?

358
00:22:53,220 --> 00:22:55,260
Have you had some rocky bumps?

359
00:22:55,260 --> 00:22:56,820
How's it gone?

360
00:22:56,820 --> 00:22:57,820
Yeah.

361
00:22:57,820 --> 00:23:04,060
Sure, we daily push our app closer to beta.

362
00:23:04,060 --> 00:23:10,340
And we expect to have the beta live in the next two months

363
00:23:10,340 --> 00:23:13,340
already, if everything goes well.

364
00:23:13,340 --> 00:23:23,340
So things going well, it is sometimes a bit tricky

365
00:23:23,340 --> 00:23:28,860
to figure out what exactly has priority, of course,

366
00:23:28,860 --> 00:23:33,660
because we have so many things that we would love to implement,

367
00:23:33,660 --> 00:23:38,540
but only limited time and resources to make it happen.

368
00:23:38,540 --> 00:23:45,740
So we need to prioritize our features and our roadmap,

369
00:23:45,740 --> 00:23:51,460
or kind of stagger our roadmap in the most useful way

370
00:23:51,460 --> 00:23:54,020
for the end user, because we really

371
00:23:54,020 --> 00:23:59,780
built this for all creators and landowners out there

372
00:23:59,780 --> 00:24:09,220
to work with it the best we can deliver as a web app.

373
00:24:09,220 --> 00:24:11,500
It is going well.

374
00:24:11,500 --> 00:24:19,660
We have unlocked phase one that we described in our zip.

375
00:24:19,660 --> 00:24:25,500
This is already passed early this month.

376
00:24:25,500 --> 00:24:26,620
Yeah.

377
00:24:26,620 --> 00:24:32,180
Now we are kind of branching to phase two

378
00:24:32,180 --> 00:24:36,020
and are on schedule for this one as well.

379
00:24:36,020 --> 00:24:38,220
Yeah.

380
00:24:38,220 --> 00:24:43,140
One focus that I'm doing right now, or my focus right now,

381
00:24:43,140 --> 00:24:45,620
is I'm not a developer.

382
00:24:45,620 --> 00:24:50,300
We have other people that work on the technical side.

383
00:24:50,300 --> 00:24:56,740
But I'm heavily involved in doing the documentation

384
00:24:56,740 --> 00:25:03,300
or the knowledge base that we also want to provide.

385
00:25:03,300 --> 00:25:07,340
This comes in written form, but also I

386
00:25:07,340 --> 00:25:12,180
started to record kind of small tutorials

387
00:25:12,180 --> 00:25:18,700
or what we just did here in these last two episodes.

388
00:25:18,700 --> 00:25:23,140
Would be perfect to show someone how

389
00:25:23,140 --> 00:25:26,580
to get started with this new workflow that Magic

390
00:25:26,580 --> 00:25:28,100
Padlet allows you.

391
00:25:28,100 --> 00:25:32,420
And all these things are super important to us as well,

392
00:25:32,420 --> 00:25:40,220
because we think a tool can only be as good as everybody

393
00:25:40,220 --> 00:25:45,500
can work with or know how to manage to work with.

394
00:25:45,500 --> 00:25:51,860
And this is a huge focus right now on my side.

395
00:25:51,860 --> 00:25:54,620
And do you fully expect to implement everything

396
00:25:54,620 --> 00:25:59,940
in the zip that you've detailed that you would?

397
00:25:59,940 --> 00:26:02,380
At this point, yes.

398
00:26:02,380 --> 00:26:06,100
I mean, phase three is kind of where

399
00:26:06,100 --> 00:26:08,780
it gets exciting, because this is where we will release better.

400
00:26:08,780 --> 00:26:10,260
Beta release?

401
00:26:10,260 --> 00:26:11,300
Yep.

402
00:26:11,300 --> 00:26:14,300
Phase two being the internal testing by sandbox team?

403
00:26:14,300 --> 00:26:16,220
Yep, this is already happening.

404
00:26:16,220 --> 00:26:19,660
And we have very amazing feedback

405
00:26:19,660 --> 00:26:26,260
from the production art and level design team from TSP.

406
00:26:26,260 --> 00:26:33,860
These users are so, yeah, I can say

407
00:26:33,860 --> 00:26:37,780
that they are so happy that they can work with Magic Padlet

408
00:26:37,780 --> 00:26:40,540
now for internal production.

409
00:26:40,540 --> 00:26:46,700
Because they did already what we always kind of projected

410
00:26:46,700 --> 00:26:49,900
into our workflow here.

411
00:26:49,900 --> 00:26:54,180
They made always these mini maps for their production

412
00:26:54,180 --> 00:26:56,740
and for the clients and for the brands

413
00:26:56,740 --> 00:26:59,340
to show them how things, and also

414
00:26:59,340 --> 00:27:01,860
for internal discussion and all that,

415
00:27:01,860 --> 00:27:06,140
to show them how things will work, how things will look,

416
00:27:06,140 --> 00:27:09,100
even just as a mock-up.

417
00:27:09,100 --> 00:27:11,860
And from there, they would build in GameMaker.

418
00:27:11,860 --> 00:27:14,980
But now they really can grab their mock-ups

419
00:27:14,980 --> 00:27:20,860
and just have a huge head start in GameMaker already.

420
00:27:20,860 --> 00:27:23,540
And how long will the beta release last for before you

421
00:27:23,540 --> 00:27:24,420
move to phase four?

422
00:27:27,100 --> 00:27:30,860
This is what you have on the part three.

423
00:27:30,860 --> 00:27:32,780
What's the most challenging part?

424
00:27:32,780 --> 00:27:35,940
And the most challenging part for us right now

425
00:27:35,940 --> 00:27:45,380
is finding or working with the GameMaker team on an API

426
00:27:45,380 --> 00:27:48,780
solution or better said, data exchange

427
00:27:48,780 --> 00:27:52,620
in between GameMaker and Magic Padlet.

428
00:27:52,620 --> 00:27:55,940
Most challenging part was working with the GameMaker team

429
00:27:55,940 --> 00:27:56,860
to find an API?

430
00:28:00,420 --> 00:28:03,100
Yeah, get this up and running.

431
00:28:03,100 --> 00:28:07,740
Because GameMaker development team is super busy,

432
00:28:07,740 --> 00:28:11,020
as you all can imagine.

433
00:28:11,020 --> 00:28:14,860
Oh, get it to where Magic Padlet would talk to and correctly

434
00:28:14,860 --> 00:28:15,780
integrate with.

435
00:28:15,780 --> 00:28:16,780
OK.

436
00:28:16,780 --> 00:28:17,340
Yeah.

437
00:28:17,340 --> 00:28:21,860
And this is super important for us and for everybody.

438
00:28:21,860 --> 00:28:27,260
We want to have this as frictionless as possible

439
00:28:27,260 --> 00:28:33,020
for the end user to happen that you can save your map.

440
00:28:33,020 --> 00:28:36,100
This is already possible in beta.

441
00:28:36,100 --> 00:28:39,020
But for the full release, we want

442
00:28:39,020 --> 00:28:46,020
to have the link in between GameMaker and Magic Padlet up

443
00:28:46,020 --> 00:28:49,540
and running as good as we can.

444
00:28:49,540 --> 00:28:54,340
And this is challenging because, yeah.

445
00:28:54,340 --> 00:28:56,860
And what was challenging about it?

446
00:28:56,860 --> 00:28:58,540
Was it like a technical challenge

447
00:28:58,540 --> 00:29:02,700
or just working through it with the GameMaker team?

448
00:29:02,700 --> 00:29:07,460
Yeah, even just get the hands on someone

449
00:29:07,460 --> 00:29:13,620
that is kind of working on this or can help us figure things

450
00:29:13,620 --> 00:29:15,660
out.

451
00:29:15,660 --> 00:29:18,740
So this is still in the works.

452
00:29:18,740 --> 00:29:20,140
Yeah, still in the works.

453
00:29:20,140 --> 00:29:26,300
And yeah, this is what we hope to make progress

454
00:29:26,300 --> 00:29:27,660
in the next few weeks as well.

455
00:29:30,500 --> 00:29:32,500
Other than that, it's going well.

456
00:29:32,500 --> 00:29:34,540
We, yeah.

457
00:29:34,540 --> 00:29:37,180
And you said the beta should be coming by October?

458
00:29:40,940 --> 00:29:42,980
Yeah, that would be the plan.

459
00:29:42,980 --> 00:29:48,500
And right now, it looks like we can make this happen.

460
00:29:48,500 --> 00:29:51,860
As said, beta will have all the functionality

461
00:29:51,860 --> 00:29:57,260
that we did see in our demos that we did here.

462
00:29:57,260 --> 00:30:05,020
What we don't have is, as said, the possibility

463
00:30:05,020 --> 00:30:07,500
to load your maps already.

464
00:30:07,500 --> 00:30:09,620
So you can start with your mini maps.

465
00:30:09,620 --> 00:30:10,660
You can assign blocks.

466
00:30:10,660 --> 00:30:15,940
You can start with all that that we showed.

467
00:30:15,940 --> 00:30:21,020
You just not yet can test it in GameMaker.

468
00:30:21,020 --> 00:30:22,300
OK, got it.

469
00:30:22,300 --> 00:30:24,820
This is for the full release planned.

470
00:30:24,820 --> 00:30:29,460
And yeah, we truly hope that there is a solution for this.

471
00:30:29,460 --> 00:30:29,980
OK.

472
00:30:29,980 --> 00:30:34,780
Because this is something that we have solutions or ideas.

473
00:30:34,780 --> 00:30:38,700
And there is already a solution, but not for the public, sadly.

474
00:30:38,700 --> 00:30:46,220
And therefore, we kind of rely on GameMaker team

475
00:30:46,220 --> 00:30:48,740
to make this happen.

476
00:30:48,740 --> 00:30:53,020
And not only what we think, it's also

477
00:30:53,020 --> 00:30:56,380
how they want to approach this, of course.

478
00:30:56,380 --> 00:30:58,340
OK.

479
00:30:58,340 --> 00:31:00,940
And remind me, which feature is it

480
00:31:00,940 --> 00:31:04,700
that is not available to the public?

481
00:31:04,700 --> 00:31:10,980
Loading into GameMaker, your experience into GameMaker,

482
00:31:10,980 --> 00:31:13,980
which is quite crucial, of course, in the end.

483
00:31:13,980 --> 00:31:17,740
Because you want to have it up and running in GameMaker.

484
00:31:17,740 --> 00:31:20,380
So when we did it, when you mentioned

485
00:31:20,380 --> 00:31:23,100
you were a power user, so you could do it?

486
00:31:23,100 --> 00:31:24,100
Yeah, yeah.

487
00:31:24,100 --> 00:31:27,460
Trusted partners can already do it.

488
00:31:27,460 --> 00:31:27,980
Oh, OK.

489
00:31:27,980 --> 00:31:30,140
So the current limitation.

490
00:31:30,140 --> 00:31:33,020
Yeah, we don't want only to allow

491
00:31:33,020 --> 00:31:34,300
this to trust their partners.

492
00:31:34,300 --> 00:31:36,060
We want to have everybody.

493
00:31:36,060 --> 00:31:40,300
Each and everybody should be able to do this.

494
00:31:40,300 --> 00:31:45,300
So you must be a power user to load your Magic Palette

495
00:31:45,300 --> 00:31:47,860
file into GameMaker?

496
00:31:47,860 --> 00:31:48,500
Right.

497
00:31:48,500 --> 00:31:49,980
OK, so that's the current limitation

498
00:31:49,980 --> 00:31:52,140
that you're looking to overcome.

499
00:31:52,140 --> 00:31:53,860
Yeah, yeah.

500
00:31:53,860 --> 00:31:55,340
OK.

501
00:31:55,340 --> 00:31:57,260
So pretty exciting thing.

502
00:31:57,260 --> 00:31:59,420
So then you would want that to be done before beta

503
00:31:59,420 --> 00:32:03,060
is what I assume.

504
00:32:03,060 --> 00:32:07,220
No, beta is, as I said, with limited export functionality.

505
00:32:07,220 --> 00:32:10,620
You still can export your map again as Vox and tweak it

506
00:32:10,620 --> 00:32:15,620
and prepare it for your release on your site

507
00:32:15,620 --> 00:32:19,540
or kind of working later on GameMaker files

508
00:32:19,540 --> 00:32:22,380
or kind of loading it into GameMakers.

509
00:32:22,380 --> 00:32:29,900
But for now, we export in beta only to Vox and to OBJ.

510
00:32:29,900 --> 00:32:34,820
Oh, so with beta, you won't be able to upload it to GameMaker?

511
00:32:34,820 --> 00:32:36,180
Go to GameMaker, exactly.

512
00:32:36,180 --> 00:32:37,020
OK.

513
00:32:37,020 --> 00:32:37,540
All right.

514
00:32:37,540 --> 00:32:39,820
I mean, of course, if we can make it happen,

515
00:32:39,820 --> 00:32:41,260
we will make it happen.

516
00:32:41,260 --> 00:32:43,620
But as I said, it's not only on us.

517
00:32:43,620 --> 00:32:48,020
And there is a third party involved in this case.

518
00:32:48,020 --> 00:32:49,540
So not expected during beta.

519
00:32:49,540 --> 00:32:53,500
So they'll just get the hands on of Magic Palette itself,

520
00:32:53,500 --> 00:32:56,580
working from the concept block out to Magic Palette.

521
00:32:56,580 --> 00:32:59,780
And that's where it will end until the limitation is

522
00:32:59,780 --> 00:33:01,300
overcome.

523
00:33:01,300 --> 00:33:02,020
Yeah, exactly.

524
00:33:02,020 --> 00:33:02,540
Yeah.

525
00:33:02,540 --> 00:33:04,620
Cool.

526
00:33:04,620 --> 00:33:10,700
So let's get into the most challenging part, I think.

527
00:33:10,700 --> 00:33:13,060
How about that?

528
00:33:13,060 --> 00:33:17,380
Yeah, that was part that we already covered kind of here.

529
00:33:17,380 --> 00:33:17,880
Yeah.

530
00:33:25,300 --> 00:33:27,300
Was there anything that was much easier

531
00:33:27,300 --> 00:33:28,780
than you expected it would be?

532
00:33:33,300 --> 00:33:39,060
Well, some features, we had only a vague idea

533
00:33:39,060 --> 00:33:41,340
how we want to approach them.

534
00:33:41,340 --> 00:33:45,860
And our lead developer sometimes surprises us overnight

535
00:33:45,860 --> 00:33:46,460
or whatever.

536
00:33:46,460 --> 00:33:48,660
And just next morning, you read something.

537
00:33:48,660 --> 00:33:50,220
Oh, yeah, it's working now.

538
00:33:50,220 --> 00:33:54,700
And yeah, these progress is actually super cool.

539
00:33:54,700 --> 00:33:59,380
And you're super excited when you see things coming to life.

540
00:33:59,380 --> 00:34:03,300
And actually, you can already test it in Magic Palette

541
00:34:03,300 --> 00:34:04,820
and work with them.

542
00:34:04,820 --> 00:34:09,140
For example, working with Minecraft maps.

543
00:34:09,140 --> 00:34:12,500
It was something that I had to work around

544
00:34:12,500 --> 00:34:16,100
through other softwares and all that.

545
00:34:16,100 --> 00:34:20,580
But actually, the implementation took us not that long

546
00:34:20,580 --> 00:34:24,740
in the end to make it happen inside of Magic Palette.

547
00:34:24,740 --> 00:34:30,820
And it's a feature that we even didn't mention in the SIP.

548
00:34:30,820 --> 00:34:33,940
It's still a huge one, in our opinion.

549
00:34:33,940 --> 00:34:39,100
But yeah, we have our roadmap.

550
00:34:39,100 --> 00:34:42,140
And the SIP reflects this quite well.

551
00:34:42,140 --> 00:34:46,140
But there are so many more features already in that

552
00:34:46,140 --> 00:34:48,380
are not mentioned there.

553
00:34:48,380 --> 00:34:50,500
We keep track of this, of course.

554
00:34:50,500 --> 00:34:57,100
We have a log and release notes and all that.

555
00:34:57,100 --> 00:35:01,540
So if you are interested in following us along,

556
00:35:01,540 --> 00:35:05,460
please join our Discord, Sandrush Discord.

557
00:35:05,460 --> 00:35:10,900
And yeah, super excited to bring more utility

558
00:35:10,900 --> 00:35:16,060
and more features to Magic Palette.

559
00:35:16,060 --> 00:35:24,020
And on that one, let's get into the actual SIP process itself.

560
00:35:24,020 --> 00:35:28,660
Right after the SIP was approved, what happened?

561
00:35:28,660 --> 00:35:31,700
Walk me through all that.

562
00:35:31,700 --> 00:35:33,780
Yeah, yeah, sure.

563
00:35:33,780 --> 00:35:40,220
So basically, as some of you might know or remember,

564
00:35:40,220 --> 00:35:47,660
we had huge support from TSP, from the whole community.

565
00:35:47,660 --> 00:35:50,340
99% yes.

566
00:35:50,340 --> 00:35:52,260
Yes, yes, yes.

567
00:35:52,260 --> 00:35:55,780
99.36%, yes.

568
00:35:55,780 --> 00:36:02,700
So that was quite encouraging for me and my team

569
00:36:02,700 --> 00:36:09,100
to see that we are working on something that is desired

570
00:36:09,100 --> 00:36:12,700
and can make a difference.

571
00:36:12,700 --> 00:36:14,700
The tricky part was the Quorum.

572
00:36:14,700 --> 00:36:18,260
And we see it with other SIPs right now.

573
00:36:18,260 --> 00:36:22,180
Yeah, past three SIPs fail because of that, unfortunately.

574
00:36:22,180 --> 00:36:23,100
Yeah, sadly.

575
00:36:23,100 --> 00:36:24,540
Sadly, yeah.

576
00:36:24,540 --> 00:36:28,260
And I have to say, I'm not sure what's the plans.

577
00:36:31,580 --> 00:36:36,220
To reach our Quorum, we did quite a huge effort

578
00:36:36,220 --> 00:36:39,540
in these two weeks.

579
00:36:39,540 --> 00:36:45,220
And we even had the chance to have AMAs with Sebastian.

580
00:36:45,220 --> 00:36:48,420
We reached out to many, many landowners

581
00:36:48,420 --> 00:36:49,780
that we could find.

582
00:36:49,780 --> 00:36:52,180
It was not easy.

583
00:36:52,180 --> 00:36:54,980
Reached out to projects that we knew

584
00:36:54,980 --> 00:36:59,020
they were involved to some sort in TSP and all that.

585
00:36:59,020 --> 00:37:02,220
And really find these people that, I mean,

586
00:37:02,220 --> 00:37:06,100
it's not only that all the brands that you see on the map.

587
00:37:06,100 --> 00:37:09,700
Sometimes it's hard to reach out to them anyway

588
00:37:09,700 --> 00:37:13,420
because they are large brands.

589
00:37:13,420 --> 00:37:17,260
Not that you couldn't, but it would take too much time

590
00:37:17,260 --> 00:37:19,940
to find a responsible person that in the end

591
00:37:19,940 --> 00:37:24,300
holds the ledger to sign the vote probably even,

592
00:37:24,300 --> 00:37:26,460
even if they would vote.

593
00:37:26,460 --> 00:37:30,740
So we had to overcome quite a bit

594
00:37:30,740 --> 00:37:36,700
this challenging phase of finding actual voters.

595
00:37:36,700 --> 00:37:42,540
And yeah, we are super grateful and glad that we made it.

596
00:37:42,540 --> 00:37:46,100
So we now can proceed with development

597
00:37:46,100 --> 00:37:50,020
and deliver what we have in mind and what we think

598
00:37:50,020 --> 00:37:55,260
makes a difference for all the builders out there.

599
00:37:55,260 --> 00:37:59,500
And when it was past July 10th, what happened?

600
00:37:59,500 --> 00:38:01,020
Did you immediately start development

601
00:38:01,020 --> 00:38:04,340
or was there like a buildup phase of some kind?

602
00:38:04,340 --> 00:38:05,300
No, not at all.

603
00:38:05,300 --> 00:38:08,220
I mean, we actually invested quite heavily

604
00:38:08,220 --> 00:38:12,260
our own resources and time already into bringing it

605
00:38:12,260 --> 00:38:19,140
to a state where we can be confident about what we do,

606
00:38:19,140 --> 00:38:26,260
what Magic Pallet can do so that we don't over-promise

607
00:38:26,260 --> 00:38:29,340
or kind of promise something that in the end

608
00:38:29,340 --> 00:38:33,220
will not be realistic.

609
00:38:33,220 --> 00:38:40,860
So we had a lot of kind of time in beforehand

610
00:38:40,860 --> 00:38:46,300
where we did fully focus on Magic Pallet already

611
00:38:46,300 --> 00:38:49,580
after a large production.

612
00:38:49,580 --> 00:38:53,500
And I think this helped us a lot to not only flash out

613
00:38:53,500 --> 00:38:56,420
the app itself, but also this vision

614
00:38:56,420 --> 00:39:06,820
and to find also kind of the audience that we hope

615
00:39:06,820 --> 00:39:10,740
will work with Magic Pallet.

616
00:39:10,740 --> 00:39:14,580
And this was a fluid process.

617
00:39:14,580 --> 00:39:21,740
So it's not like the zip came and then we start development.

618
00:39:21,740 --> 00:39:24,860
We started long beforehand already.

619
00:39:24,860 --> 00:39:32,100
It evolved over time from a small little helper tool

620
00:39:32,100 --> 00:39:35,540
that we used internally for production

621
00:39:35,540 --> 00:39:40,500
and evolved to a full-fledged web-free web-based tool

622
00:39:40,500 --> 00:39:41,700
that it is right now.

623
00:39:44,460 --> 00:39:47,460
Mark asked, what's your Discord server?

624
00:39:47,460 --> 00:39:51,940
I'm going to pull it up and I'll put it in chat for him.

625
00:39:51,940 --> 00:39:53,180
Cool, thanks a lot.

626
00:39:53,180 --> 00:39:56,780
So walk me through.

627
00:39:56,780 --> 00:39:58,780
So you started development immediately.

628
00:39:58,780 --> 00:40:01,700
What was the administration like with the DAO?

629
00:40:01,700 --> 00:40:04,980
How did that interaction unfold after the zip passed?

630
00:40:08,340 --> 00:40:13,100
Yeah, so basically we were confirmed

631
00:40:13,100 --> 00:40:18,300
and the DAO team was always super friendly and kind

632
00:40:18,300 --> 00:40:23,500
of supportive during the voting phase

633
00:40:23,500 --> 00:40:27,060
and beforehand with the ideation.

634
00:40:27,060 --> 00:40:33,900
And I mean, we submitted our zip.

635
00:40:33,900 --> 00:40:37,540
It was one of the first zips that were submitted.

636
00:40:37,540 --> 00:40:41,780
So they were glad that it was all nice and tidy

637
00:40:41,780 --> 00:40:43,780
and things were in place.

638
00:40:43,780 --> 00:40:45,860
And we have this structure of the template

639
00:40:45,860 --> 00:40:47,420
that we followed along.

640
00:40:47,420 --> 00:40:51,940
So I think this helped a lot to kind of level out everything

641
00:40:51,940 --> 00:40:54,340
and say, OK, this is solid.

642
00:40:54,340 --> 00:40:57,020
This can be presented.

643
00:40:57,020 --> 00:41:02,340
Then the voting phase came and a bit

644
00:41:02,340 --> 00:41:07,340
of this stressful time with finding the quorum.

645
00:41:07,340 --> 00:41:14,500
But after confirmation, we kind of had this clear,

646
00:41:14,500 --> 00:41:17,900
or we still have this clear roadmap

647
00:41:17,900 --> 00:41:25,300
where we did bind our payouts to these phases,

648
00:41:25,300 --> 00:41:27,940
in our case, with our project.

649
00:41:27,940 --> 00:41:30,580
And I think it's more than fair to,

650
00:41:30,580 --> 00:41:34,180
we also could ask for just upfront or whatever.

651
00:41:34,180 --> 00:41:38,540
I think it's more than fair that we deliver in these phases

652
00:41:38,540 --> 00:41:42,940
what we promised and even more, as we can see right now.

653
00:41:42,940 --> 00:41:51,180
And kind of fulfill the zip in a way as it is intended,

654
00:41:51,180 --> 00:41:55,780
because we don't want just ask for money

655
00:41:55,780 --> 00:42:00,740
and then do something at some time, maybe.

656
00:42:00,740 --> 00:42:04,700
And it was, of course, a bit hard.

657
00:42:04,700 --> 00:42:08,780
This is why there are no hard deadlines here.

658
00:42:08,780 --> 00:42:11,500
We just staggered it into phases.

659
00:42:11,500 --> 00:42:15,460
But our goal is to, as you just said,

660
00:42:15,460 --> 00:42:20,260
better super soon-ish already and public release

661
00:42:20,260 --> 00:42:26,020
as soon as we have clarified the interoperability

662
00:42:26,020 --> 00:42:27,020
with GameMaker.

663
00:42:27,020 --> 00:42:30,900
And so right now, you've unlocked phase two.

664
00:42:30,900 --> 00:42:33,460
You're now on phase three?

665
00:42:33,460 --> 00:42:35,780
No, we are on phase two.

666
00:42:35,780 --> 00:42:37,220
We are unlocking phase two soon.

667
00:42:37,220 --> 00:42:39,260
So you unlocked phase one.

668
00:42:39,260 --> 00:42:40,900
Phase one is unlocked?

669
00:42:40,900 --> 00:42:42,300
Yeah, exactly.

670
00:42:42,300 --> 00:42:45,220
And this is with you asked about the DAO team.

671
00:42:45,220 --> 00:42:47,220
We are in close contact with them.

672
00:42:47,220 --> 00:42:52,980
And we are super grateful about their support.

673
00:42:52,980 --> 00:42:59,820
And of course, they want confirmation on the delivery

674
00:42:59,820 --> 00:43:03,860
deliverables that we mentioned here in the zip.

675
00:43:03,860 --> 00:43:07,020
And that's more than fair.

676
00:43:07,020 --> 00:43:15,180
So we have now someone from TSP internal that kind of cross

677
00:43:15,180 --> 00:43:19,020
check that is also in this testing group that kind of cross

678
00:43:19,020 --> 00:43:22,660
checks what MagicPallet can do.

679
00:43:22,660 --> 00:43:25,740
And these features that are mentioned here,

680
00:43:25,740 --> 00:43:32,780
they are truly tested by him and his team

681
00:43:32,780 --> 00:43:36,740
to kind of confirm if this is delivered.

682
00:43:36,740 --> 00:43:41,660
And once it's delivered, as it was in phase one now,

683
00:43:41,660 --> 00:43:47,660
early this month, the payment then

684
00:43:47,660 --> 00:43:51,860
get unlocked through the DAO team or the DAO treasury.

685
00:43:51,860 --> 00:43:54,100
So it's kind of like a three-way thing going on here

686
00:43:54,100 --> 00:43:57,100
where you had the TSP development

687
00:43:57,100 --> 00:44:01,260
member who's helping to confirm that what your SIP said

688
00:44:01,260 --> 00:44:02,860
that would deliver it did.

689
00:44:02,860 --> 00:44:06,580
And the DAO team is unlocking the payment after that.

690
00:44:06,580 --> 00:44:07,580
Exactly.

691
00:44:07,580 --> 00:44:08,900
OK.

692
00:44:08,900 --> 00:44:11,340
OK, got it.

693
00:44:11,340 --> 00:44:13,740
Yeah, it's pretty straightforward in the end.

694
00:44:13,740 --> 00:44:18,180
But we have this kind of third party or yeah,

695
00:44:18,180 --> 00:44:21,460
kind of advisor or not advisor.

696
00:44:21,460 --> 00:44:26,300
It's kind of observer that kind of looks for them.

697
00:44:26,300 --> 00:44:28,780
They're not that deep into technical things

698
00:44:28,780 --> 00:44:30,100
and design things.

699
00:44:30,100 --> 00:44:35,740
So it's more than we're super happy that this setup came

700
00:44:35,740 --> 00:44:41,220
in place now and everything can be kind of cross-checked also

701
00:44:41,220 --> 00:44:42,180
from their side.

702
00:44:42,180 --> 00:44:43,060
Yeah.

703
00:44:43,060 --> 00:44:43,740
Got it.

704
00:44:43,740 --> 00:44:47,620
I imagine this is not needed for every SIP.

705
00:44:47,620 --> 00:44:52,740
It's just in our case with these quite technical,

706
00:44:52,740 --> 00:44:57,260
with these features and all the things that we develop

707
00:44:57,260 --> 00:45:01,180
so that they really work as intended and all that.

708
00:45:01,180 --> 00:45:04,260
It makes sense that we have someone like this in place.

709
00:45:04,260 --> 00:45:06,100
Yeah.

710
00:45:06,100 --> 00:45:06,980
Cool.

711
00:45:06,980 --> 00:45:09,140
So that does sound pretty straightforward.

712
00:45:09,140 --> 00:45:10,860
I don't know what I was expecting,

713
00:45:10,860 --> 00:45:14,220
but that yeah, that was pretty straightforward.

714
00:45:14,220 --> 00:45:16,340
You just you do what you said you would do.

715
00:45:16,340 --> 00:45:20,500
And then there is someone who will check it whether or not

716
00:45:20,500 --> 00:45:23,540
be a DAO person if they had the technical skills,

717
00:45:23,540 --> 00:45:27,260
but because they don't, they would look at the TSB team

718
00:45:27,260 --> 00:45:31,300
to do that technical evaluation.

719
00:45:31,300 --> 00:45:32,740
OK.

720
00:45:32,740 --> 00:45:34,580
That's pretty sensible.

721
00:45:39,340 --> 00:45:40,060
OK.

722
00:45:40,060 --> 00:45:42,020
And then is there anything you wish you had known

723
00:45:42,020 --> 00:45:46,340
at the start of all this that would have better prepared you?

724
00:45:46,340 --> 00:45:51,180
I assume you're going to say quorum, but let's ask anyway.

725
00:45:51,180 --> 00:45:53,980
Good question, actually.

726
00:45:53,980 --> 00:46:02,180
I mean, we were a bit out in the open with,

727
00:46:02,180 --> 00:46:04,540
we decided as mentioned before, we

728
00:46:04,540 --> 00:46:09,580
decided to invest our own funds into this already,

729
00:46:09,580 --> 00:46:14,620
into the development and development of Magic Palette.

730
00:46:14,620 --> 00:46:18,900
Beforehand, before there was spoken funding or even

731
00:46:18,900 --> 00:46:21,580
confirmed funding through the DAO,

732
00:46:21,580 --> 00:46:28,260
though we didn't know how things will go, actually.

733
00:46:28,260 --> 00:46:34,940
We heavily kind of trusted the community and the voters

734
00:46:34,940 --> 00:46:41,260
that they want this tool come to life.

735
00:46:41,260 --> 00:46:45,380
If they wouldn't confirm it, I'm not sure if we still

736
00:46:45,380 --> 00:46:48,060
would be up and running, actually,

737
00:46:48,060 --> 00:46:50,540
because we had this really heavy focus

738
00:46:50,540 --> 00:46:54,740
and still have on pushing Magic Palette because we think

739
00:46:54,740 --> 00:46:58,980
this is our strength and this is what we should do to bring

740
00:46:58,980 --> 00:47:03,100
value to the community.

741
00:47:03,100 --> 00:47:10,620
And so we even rejected clients work

742
00:47:10,620 --> 00:47:16,620
because we thought, OK, let's do this because we

743
00:47:16,620 --> 00:47:19,060
want to make this happen.

744
00:47:19,060 --> 00:47:25,060
And this was kind of a risk taking before the SIP came

745
00:47:25,060 --> 00:47:29,180
and the whole SIP process came in.

746
00:47:29,180 --> 00:47:31,700
This was before the SIP even went to vote.

747
00:47:31,700 --> 00:47:35,380
You were rejecting work to continue prototyping?

748
00:47:35,380 --> 00:47:40,740
Yeah, and especially kind of also working on our own project

749
00:47:40,740 --> 00:47:43,460
and games and experiences.

750
00:47:43,460 --> 00:47:49,220
It's not it kind of we did withdraw resources

751
00:47:49,220 --> 00:47:53,860
from this part of the studio and focus much more, for example,

752
00:47:53,860 --> 00:48:01,780
on block creation because we know each block is valuable

753
00:48:01,780 --> 00:48:04,060
for Magic Palette and all that things.

754
00:48:04,060 --> 00:48:08,780
These decisions, these kind of decisions.

755
00:48:08,780 --> 00:48:12,620
And having our developer full time on Magic Palette.

756
00:48:12,620 --> 00:48:16,940
So it comes down to if you had something that you wish

757
00:48:16,940 --> 00:48:20,820
you had known was the amount of sacrifice you would have had

758
00:48:20,820 --> 00:48:26,540
to make even before the SIP went to vote, the time investment,

759
00:48:26,540 --> 00:48:30,740
the money investment, and then the potential risk

760
00:48:30,740 --> 00:48:33,820
for returning down work that you could

761
00:48:33,820 --> 00:48:37,540
have been earning money that way.

762
00:48:37,540 --> 00:48:38,340
Yes, kind of.

763
00:48:38,340 --> 00:48:40,380
I mean, it's not that dramatic.

764
00:48:40,380 --> 00:48:46,460
But in the end, we kind of did put our full forces

765
00:48:46,460 --> 00:48:47,700
on Magic Palette.

766
00:48:47,700 --> 00:48:51,420
And I think it was the correct decision.

767
00:48:51,420 --> 00:48:54,380
Still think it is at this point.

768
00:48:54,380 --> 00:48:58,100
It looks like it's working out just fine.

769
00:48:58,100 --> 00:49:01,340
But what I hear is the uncertainty,

770
00:49:01,340 --> 00:49:05,060
the uncertainty before it even went to vote of you

771
00:49:05,060 --> 00:49:07,700
weren't sure if that was going to work.

772
00:49:07,700 --> 00:49:10,220
Or even get any funding through DAO.

773
00:49:10,220 --> 00:49:15,860
I mean, we were in close contact over the years now already

774
00:49:15,860 --> 00:49:20,980
where we were involved in the sandbox with the team,

775
00:49:20,980 --> 00:49:27,180
with Sebastian itself, with other people from, for example,

776
00:49:27,180 --> 00:49:33,820
with Thibaut, the art director now that is leading his team.

777
00:49:33,820 --> 00:49:38,620
And we are super grateful for all their support

778
00:49:38,620 --> 00:49:44,100
and also seeing the potential of what we are doing.

779
00:49:44,100 --> 00:49:47,940
We not only did Magic Palette in the past, of course.

780
00:49:47,940 --> 00:49:53,100
We also did, for example, large projects for cyberkongs.

781
00:49:53,100 --> 00:49:59,940
Or we did other web 3 apps like our Gear Up app

782
00:49:59,940 --> 00:50:04,140
where you can equip your avatar.

783
00:50:04,140 --> 00:50:06,620
Also web-based.

784
00:50:06,620 --> 00:50:10,100
Don't need Game Maker for this.

785
00:50:10,100 --> 00:50:16,340
And all these type of things, we always heavily focused

786
00:50:16,340 --> 00:50:20,780
on building on top of the platform,

787
00:50:20,780 --> 00:50:27,540
adding where TSB might not providing tools like what

788
00:50:27,540 --> 00:50:28,260
we do here.

789
00:50:28,260 --> 00:50:30,900
I think this is our strength.

790
00:50:30,900 --> 00:50:36,220
And we should, in my opinion, we should

791
00:50:36,220 --> 00:50:40,900
play this card the most where possible

792
00:50:40,900 --> 00:50:46,260
because this is where we create value for everybody.

793
00:50:46,260 --> 00:50:48,380
OK.

794
00:50:48,380 --> 00:50:52,420
Well, Pepe, I think that pretty much gets us through it.

795
00:50:52,420 --> 00:50:56,260
Is there anything else that we didn't cover about the process

796
00:50:56,260 --> 00:50:58,260
you'd like to discuss?

797
00:51:02,340 --> 00:51:05,380
No, thanks a lot for this deep dive

798
00:51:05,380 --> 00:51:11,180
and also for having us working on this sample map

799
00:51:11,180 --> 00:51:13,180
that we did in the last two episodes.

800
00:51:13,180 --> 00:51:18,900
I'm super, super excited to even see this one evolving maybe

801
00:51:18,900 --> 00:51:21,420
over time now.

802
00:51:21,420 --> 00:51:25,860
And we, of course, have a lot of plans

803
00:51:25,860 --> 00:51:28,300
to not only provide blocks, but we also

804
00:51:28,300 --> 00:51:32,780
want to provide new generators, new maps.

805
00:51:32,780 --> 00:51:35,740
When it comes to blocks, we're just

806
00:51:35,740 --> 00:51:39,980
in the process of going really collection-based.

807
00:51:39,980 --> 00:51:43,380
So you can load your custom blocks and all that.

808
00:51:43,380 --> 00:51:49,380
We have a lot of stuff in the works that are quite exciting.

809
00:51:49,380 --> 00:51:54,620
And yeah, the DAO was an opportunity.

810
00:51:54,620 --> 00:51:57,900
It was stressful, at least this voting

811
00:51:57,900 --> 00:52:01,180
phase and the pre-discussion.

812
00:52:01,180 --> 00:52:07,620
But I think it's also crucial for the success of a project

813
00:52:07,620 --> 00:52:13,940
like this to share your vision with the actual builders

814
00:52:13,940 --> 00:52:21,780
and creators, because these will be

815
00:52:21,780 --> 00:52:25,660
the people that make this product work

816
00:52:25,660 --> 00:52:30,140
or valuable for the whole ecosystem.

817
00:52:30,140 --> 00:52:37,340
And the process is still an up and down all the time.

818
00:52:37,340 --> 00:52:42,860
And there are bugs, crushing bugs, daily internally here

819
00:52:42,860 --> 00:52:46,300
and with the help of TSP testing team, as I said.

820
00:52:46,300 --> 00:52:51,980
So yeah, we certainly will keep you all in the loop

821
00:52:51,980 --> 00:52:57,900
mainly through X, Twitter, and of course, in our Discord

822
00:52:57,900 --> 00:52:59,540
and all that.

823
00:52:59,540 --> 00:53:05,220
So yeah, I try to be involved wherever I can,

824
00:53:05,220 --> 00:53:10,020
especially with other builders and studios that

825
00:53:10,020 --> 00:53:16,540
can make the most out of their projects with the help

826
00:53:16,540 --> 00:53:18,580
of Magic Palette, I think.

827
00:53:18,580 --> 00:53:19,940
Cool.

828
00:53:19,940 --> 00:53:22,300
Very cool.

829
00:53:22,300 --> 00:53:24,860
Well, that'll bring us to the end of this episode.

830
00:53:24,860 --> 00:53:26,700
Next, we got underneath an hour, Pepe,

831
00:53:26,700 --> 00:53:28,100
so I think that's a first for us.

832
00:53:28,100 --> 00:53:33,580
That's a good achievement.

833
00:53:33,580 --> 00:53:35,140
Yeah, that's perfect.

834
00:53:35,140 --> 00:53:40,620
I would say we captured the essence here.

835
00:53:40,620 --> 00:53:43,500
This has been a really good three-part series.

836
00:53:43,500 --> 00:53:47,580
I enjoyed walking through this with you,

837
00:53:47,580 --> 00:53:50,820
especially seeing the hands-on of how you go from blockout

838
00:53:50,820 --> 00:53:53,140
to block assignment.

839
00:53:53,140 --> 00:53:55,700
That was really cool.

840
00:53:55,700 --> 00:54:01,540
Tomorrow, we'll be talking to Pickaxe Master.

841
00:54:01,540 --> 00:54:03,100
Oh, nice.

842
00:54:03,100 --> 00:54:07,620
So I think you did an episode with him and San Fam Cafe.

843
00:54:07,620 --> 00:54:12,820
Yeah, back in the voting phase, there was a San Fam Cafe.

844
00:54:12,820 --> 00:54:17,140
We'll be talking to him tomorrow and going over San Fam Cafe,

845
00:54:17,140 --> 00:54:20,020
the DAO, some other things that are...

846
00:54:20,020 --> 00:54:24,220
Pickaxe Master itself is its own experience.

847
00:54:24,220 --> 00:54:27,660
Spaces are still going on each week.

848
00:54:27,660 --> 00:54:31,980
The places to be is Discord, the DAO forums, and Twitter.

849
00:54:31,980 --> 00:54:36,340
There are two new votes up now for consideration,

850
00:54:36,340 --> 00:54:41,100
which is the Ambassador Program and the San Fam Academy.

851
00:54:41,100 --> 00:54:46,220
So Mark Baggo was in the chat just talking now.

852
00:54:46,220 --> 00:54:48,180
His sip has gone to vote.

853
00:54:48,180 --> 00:54:51,100
We did that with episode...

854
00:54:51,100 --> 00:54:54,420
We just did it.

855
00:54:54,420 --> 00:54:55,780
Episode 12.

856
00:54:55,780 --> 00:54:58,940
Take a look at episode 12 where we interview Mark Baggo

857
00:54:58,940 --> 00:55:03,380
from wanting to do Sandbox Academy in the Philippines,

858
00:55:03,380 --> 00:55:06,060
which is basically an onboarding program,

859
00:55:06,060 --> 00:55:10,060
an educational program for a series of universities

860
00:55:10,060 --> 00:55:13,340
in the Philippines, which is where Mark lives.

861
00:55:13,340 --> 00:55:17,540
And he's been doing the Sandbox Academy for years for free.

862
00:55:17,540 --> 00:55:22,180
And now he's requested funds to pay for things like posters

863
00:55:22,180 --> 00:55:25,820
and the educational material, like the laptop

864
00:55:25,820 --> 00:55:31,500
and all the stuff that he needs to give to...

865
00:55:31,500 --> 00:55:34,740
I think it's 60 people, right, Mark?

866
00:55:34,740 --> 00:55:38,980
Was it 60 people that you're teaching across six universities

867
00:55:38,980 --> 00:55:41,500
and six months?

868
00:55:41,500 --> 00:55:45,100
So that is a significant time investment for him.

869
00:55:45,100 --> 00:55:51,540
And just onboarding loads of new creators

870
00:55:51,540 --> 00:55:56,940
that can then use Magic Palette and create experiences

871
00:55:56,940 --> 00:56:00,380
for themselves and contribute to the community.

872
00:56:00,380 --> 00:56:02,180
So I'm...

873
00:56:02,180 --> 00:56:06,740
We actually already have planned to make one of the lessons

874
00:56:06,740 --> 00:56:12,020
of Magic Palette focus once it's up and running.

875
00:56:12,020 --> 00:56:13,980
So we're excited about that.

876
00:56:13,980 --> 00:56:16,700
So he said 20 to 40 per university times six

877
00:56:16,700 --> 00:56:18,500
would be 240 people.

878
00:56:18,500 --> 00:56:19,980
And yeah, if there was a way...

879
00:56:19,980 --> 00:56:22,820
Pepe, I saw the conversations going back and forth.

880
00:56:22,820 --> 00:56:25,660
If there was a way to partner with him,

881
00:56:25,660 --> 00:56:27,740
that would just be doubly cool.

882
00:56:27,740 --> 00:56:31,420
But in any case, I've already voted yes.

883
00:56:31,420 --> 00:56:32,740
He's got my full support.

884
00:56:32,740 --> 00:56:35,220
And please go vote.

885
00:56:35,220 --> 00:56:37,940
Yes, vote no, but please vote,

886
00:56:37,940 --> 00:56:40,940
because the last three didn't even make it because of quorum.

887
00:56:40,940 --> 00:56:45,340
And the yes vote won't even go through if we don't make quorum.

888
00:56:45,340 --> 00:56:50,060
So please go vote and make your voice heard.

889
00:56:50,060 --> 00:56:52,660
And there's the Sandbox Academy...

890
00:56:52,660 --> 00:56:57,460
Not Sandbox Academy, the Sandbox Ambassador Program,

891
00:56:57,460 --> 00:57:01,340
which I am trying to get them on the docket for.

892
00:57:01,340 --> 00:57:02,660
For...

893
00:57:02,660 --> 00:57:03,660
I did see that.

894
00:57:03,660 --> 00:57:04,380
Right.

895
00:57:04,380 --> 00:57:08,580
All my friends' people, which is just a collection of Sandbox folks.

896
00:57:08,580 --> 00:57:10,700
So I'm trying to get them on Sandow,

897
00:57:10,700 --> 00:57:12,420
but I haven't been able to yet.

898
00:57:12,420 --> 00:57:14,500
So we'll see about that.

899
00:57:14,500 --> 00:57:17,820
And then there's Here's Your Spaces throughout the week.

900
00:57:17,820 --> 00:57:19,820
Folkiverse Hall, Bulls on the Block,

901
00:57:19,820 --> 00:57:23,500
Coffee with Captain, Whale Members, San Fam Cafe.

902
00:57:23,500 --> 00:57:24,780
Check them out.

903
00:57:24,780 --> 00:57:28,500
That's where we gather alongside the forums.

904
00:57:28,500 --> 00:57:32,860
And Pepe, is there anyone that you think I should raid on Twitch?

905
00:57:32,860 --> 00:57:33,540
I already looked.

906
00:57:33,540 --> 00:57:36,740
I don't see anyone else in the Sandbox category.

907
00:57:36,740 --> 00:57:39,420
You know, everybody offline right now.

908
00:57:39,420 --> 00:57:39,860
Yeah.

909
00:57:39,860 --> 00:57:45,420
Everyone looks offline because it's still very early morning.

910
00:57:45,420 --> 00:57:50,940
And where we are and for you, it's mid-afternoon, right?

911
00:57:50,940 --> 00:57:53,540
Go West just came online.

912
00:57:53,540 --> 00:57:55,420
Go West just came online?

913
00:57:55,420 --> 00:57:56,180
Not online.

914
00:57:56,180 --> 00:57:56,820
Go West?

915
00:57:56,820 --> 00:57:58,380
Oh, I see him in the chat.

916
00:57:58,380 --> 00:58:01,820
Go West, if you fire up that stream, I will raid you.

917
00:58:01,820 --> 00:58:07,740
But it's probably a little too early on his side there.

918
00:58:07,740 --> 00:58:10,020
So we'll end it there.

919
00:58:10,020 --> 00:58:11,900
Pepe, thank you for your time.

920
00:58:11,900 --> 00:58:14,380
Really, really loved doing this with you.

921
00:58:14,380 --> 00:58:21,500
And I'm excited to use this myself, even though I'm a complete amateur at this stuff.

922
00:58:21,500 --> 00:58:29,060
That will be exciting to see what the community will create to have a Magic Pallet.

923
00:58:29,060 --> 00:58:31,140
So my SIPs should be coming up pretty soon.

924
00:58:31,140 --> 00:58:33,100
So I'll be in the same boat as you are.

925
00:58:33,100 --> 00:58:34,700
Don't know which one's going to hit first.

926
00:58:34,700 --> 00:58:36,060
I've got five of them.

927
00:58:36,060 --> 00:58:39,700
I think Sandal podcast will hit first.

928
00:58:39,700 --> 00:58:46,260
But it could also be the window sizing one or the in-game filter or the revenue options,

929
00:58:46,260 --> 00:58:50,420
which is my big one, other than Sandal podcast.

930
00:58:50,420 --> 00:58:56,500
And yeah, so I'll be campaigning just like everyone else.

931
00:58:56,500 --> 00:58:58,060
Thank you for your time, Pepe.

932
00:58:58,060 --> 00:59:01,220
And thanks, Lancer, for having us.

933
00:59:01,220 --> 00:59:02,780
Guten Morgen.

934
00:59:02,780 --> 00:59:03,740
Or is that morning?

935
00:59:03,740 --> 00:59:05,020
Oops.

936
00:59:05,020 --> 00:59:07,860
Yeah, it's afternoon already.

937
00:59:07,860 --> 00:59:09,260
But good morning.

938
00:59:09,260 --> 00:59:10,700
Good morning.

939
00:59:10,700 --> 00:59:11,700
And Dankeschön.

940
00:59:11,700 --> 00:59:12,700
Cool.

941
00:59:12,700 --> 00:59:13,700
Thanks, everyone.

942
00:59:13,700 --> 00:59:36,860
Have a good, hot day.

