Alright everyone, welcome back to podcast number 16.
This is the third part three of Magic Palette follow up with Pepe from Sandrush.
And today we're going to be going over a recap of Magic Palette.
Then there's some follow up questions where we explore the SIP process, a little bit of
the Magic Palette development, and then we can close out our follow up with Pepe before
it hits beta and everyone can start accessing it when it becomes available.
So awesome.
Great, thanks for having me, Langston.
Yeah, absolutely.
So SIP update and scope of the talk.
So we're doing a set of recap.
Disclaimer is we don't represent the sandbox game or the sandbox foundation, not your
few financial or legal advisors.
Okay so the scorecard, the scoreboard got updated a little bit.
So there are, there were two SIPs that closed.
Both of them did not pass because they didn't reach quorum.
That was SIP 9 and 10.
And two just opened up, SIPs 11 and 12, Academy, sandbox Academy, and the ambassador program.
And then the one that is now in draft is NFT evolution, which is crafting NFT drops.
I just finished reading that one and I noticed Pepe that you had responded to it.
I don't think I fully understand what it is, something about a recipe and then if it drops
in the game, in the game, then it also appears on your claim page.
Yes.
Yeah, I mean, I'm not fully sure how it should or could be implemented directly into the
game.
But it would be amazing to have crafting up and running because I mean, this is the focus
that I had when I did read it.
Sorry for the noises.
That's okay.
I'm really eager to see this coming to life because it would would allow so much new opportunities
for creating games.
Yeah, I'm fully supporting this one.
Awesome.
Yeah, I pretty much didn't have any questions after I read it except one one little small
one, but it seemed pretty straightforward to me.
And while I don't fully understand it, it seems like like an obvious good one.
And so that brings us to seven approved three not approved.
That means the checkbook did not change.
So we're still sitting at 1.9 million sand.
It's been approved to spend just 13% of the budget.
Okay, I did add this one since we last talked, which is the Dow base.
And so there are 211,000 token holders within the sandbox style.
1800 of them are voting wallets.
So that's some interesting stats to add from Dow base.ai.
introductions on the podcast hosts and Pepe one more time.
Yeah, we already made I'm already native here.
I know I know you might as well.
All right, let's get to the recap.
No, that's great.
Thanks a lot for having me through these episodes.
And back then, even when we had our zip up and running for voting, though, super, super
glad and grateful for your your engagement and working here.
It was a no brainer.
And I think just the idea of us doing this together, where I would do it from scratch.
I think the only thing left I didn't do was get an export of it so that I could then import
it to one of my games.
So yeah, he had the likely kid duties there for a second.
And one second.
Yeah, no problem.
Second.
And go.
Ready.
Yes.
All right.
Forward.
Right.
Cool.
Say OK.
Just in case.
So I can hide behind my avatar.
That's right.
All right.
So let's go over the recap.
We is our third episode.
So part one was we created a voxel mini map.
It's basically like a small, small version
of what we would create in part two.
So part one relied on us finding a concept art image.
We found one pretty easy on Pinterest.
And then took it to Magic of Voxel.
You could also use VoxEdit.
Or you could use GameMaker.
But at this point, why would you?
If you have VoxEdit, you could very easily create blockout.
That blockout was a smaller dimension
than the normal blockout version.
So he scaled it down to 48 by 48 by 60.
And so that was to create a low resolution
that he could then scale up into the one
by one, which is your 96 by 96 by 128.
Or if you're doing a two by two, 192 by 192.
So that was to create the mini map.
And then we scaled it up to create the two
by two resolution.
Then part two was we imported that into magicpalette.io,
where right now you can sign up here showing
the pre-registration here for the beta.
And that's where you started what Pepe said
was to assign blocks.
So there would be one hex color, 00FF00.
You could replace a sandbox block with a hex color
with a sandbox block.
That's where we had the wavy water.
It's where we had the neon blue from the normal sandbox colors.
And now part three, we're going to debrief on all of that
and then talk about the SIP process.
Oh, I just went through part one without showing
the blocks.
Whoops.
Anyways, this was the block out that we did in the mini map.
The mini map here is over to the left, you can see.
And then we Pepe.
Actually, Pepe, would you like to explain all this?
Of course, yeah.
I mean, we can go over it just in a super fast forward mode.
Yeah, we started small because starting small,
when designing your levels or having an idea,
it's really helpful to have not a huge canvas.
It's the same if you paint or if you create anything,
a sculpture or whatever.
It is super helpful to make mockups, small scale models.
I'm actually coming from architecture by myself.
So this is something that we do regularly.
You create a multi-scale model for the whole project first
to find out how it will look and will
work in the current cityscape or environment.
So this is something that a lot of creation processes
have in common.
So you start small and from there you evolve.
So we started with a small section kind of.
And as you said, Lancer, we blocked it out really roughly
and quickly to find the dimensions, the distances
in between landmass and watermass, for example,
in our case here because we did build this little bay area.
And then from there, when I want to add more details or,
for example, in our case, we used
shaders of Magic Avoxel that were quite a powerful help
when doing gradients in your blocks or in your builds
and all that, I would scale up because scaling up
gives me more canvas, gives me more space to work with.
And you see it here in the screenshot.
This is kind of the landmass.
And on the right side, we have the water, as I said,
where we afterwards were able to dive through.
And from there, I add details, maybe even going back
to the small model again and refining and then scaling up
again.
But this is basically the process.
It's ongoing back and forth.
And what I learned that I didn't know
was that in order to create the water there on the right,
you did something called a shader, which was basically
like an auto fill of the empty space.
And that is when he took that blue shader, which
was the water, he moved it to the right.
And that's what you're seeing, the separation of the shader
from blocks that he originally created.
And then, as you can see a little bit down here,
it's darker and it starts to get lighter.
He did a gradient.
And that created different color hexes
in some sort of progressive fashion from darker to light.
And that gave us a lot more customization
when it went over to Magic Palette, where you could then
assign block colors.
So if it was all the same hex color,
first of all, it would be pretty bright, probably.
And then second would be if you changed one,
you change every single hex color, every single block.
Right, voxel.
So that created a bit of more customization
that we could make inside, which was part two.
So part one, the steps that we laid out, that I went through
was start first with the concept, which was pre-production.
Then we built the mini map.
Then we finished the block out.
Then we imported into Magic Palette.
And then part two.
Go ahead, Pepe.
Yes, from there, we already did drop our voxel model
into Magic Palette.
This is straightforward.
And we just today have updated our voxel loader once again
and have made it more powerful.
So it can load larger and more dense maps,
even on our web-based application.
We have some limitations.
But as you see here, the model came out quite quirky.
But it is there.
So all what we did in voxels is now transformed into blocks.
Magic Palette does this automatically.
And you see here, it takes the palette
that you see on the right sidebar.
It takes these colors from the voxels
and chooses the nearest color that we have assigned
in our block database.
And therefore, it will assign, auto-assign, these blocks.
The city wall that we did here looks quite noisy.
But we fixed this afterwards.
Because each block or each color can
be assigned with a block now.
This is what we did afterwards.
Yeah.
Yes, you see it here.
That's exactly what we did.
We selected the blocks here, the sandstone
that we wanted to have, the gradient
that we did with this shader.
This becomes now sandstone.
And we assigned different gradients of sandstone
to this.
And also, the city wall looks now quite or more consistent.
And yeah, after that, when we are
happy with our block assignment and our style and design,
choose choices, we can load at any time.
We can load our map now into GameMaker
and start exploring our level design.
Which one?
Where is that?
I think it's here.
Oh, or is it that you're trying to run through it?
Yeah, good.
There it is.
Yeah.
That was still Magic Pallet.
Yeah, here we are in GameMaker.
Yeah, exactly.
Yeah.
And then you, oh yeah, that's right.
You put in a few assets.
That was when you put that.
Yes, I mean, that's the next step.
Yeah.
There we go.
It's all block-based.
But as shown here, soon after, you
can start to dress your experience with assets,
adding game mechanics, adding effects,
changing the light settings, and all that.
This is what we do here to find out
how the look and feel of your level
is because it's important that you test your game
or your level design as soon as possible.
And this is exactly what Magic Pallet allows you to do so.
Going as fast as possible with a full fleshed-out level design
into GameMaker and, as you see here, be playable even
at this early stage already.
And test the player's journey, test the paths
that you want to lay out, find out what you need to move,
shift around, because this is also
a huge strength of Magic Pallet.
Or working with these mini-maps, as we described in phase one.
It can be iterated so fast.
And changes can be made super easy.
So you can copy things.
You can move full.
For example, if I don't like the city wall dimensions,
I just would shrink it with a few clicks
and have everything still up and running.
I just update my map and not needing
to tear down the whole wall, build it up.
Like what you're doing right now.
5 meters.
Yeah, of course, everything is editable
and can be changed also in GameMaker.
And also these changes that you do in GameMaker
then can be loaded again back to Magic Pallet,
even back to your voxel model.
Right on.
And at the end there, you chose a preset,
which you then loaded in GameMaker.
I mean, and it took no time at all
to get that thing up and running.
So this will be available on launch as well.
Yeah, our generative procedural generated levels.
We only start with one generator for beta,
but we have a few quite exciting ones in the work right now.
This is something that appeals mostly to people that even
don't want or don't be the creators itself
or being not working with voxels or blocks or GameMaker
and all the tools that TSP provides.
It gives you really just out of the box
with a few clicks in Magic Pallet the opportunity
to push your very own design and level design to your lens
without much effort.
And in our opinion, this should, yeah, we really hope
and we also think and hardly believe
this will accelerate the creation process even further,
especially for people that just want to play something,
just have something on their map.
Not everybody is an artist.
And not everybody has a budget to hire a studio like us
or like yours.
So this is really something that should appeal
to all the landowners and even maybe people
that don't own land because you also can play, of course,
on GameMaker client.
Yeah, here you see an example.
This is our dungeon generator that we
have up and running right now.
Yeah, and then you very easily change some of the blocks
up there in the top right, like a theme of blocks.
Yeah.
Instead of it being lava and obsidian,
then you, right after that, change it to water and stuff.
Right there.
Oh.
All right.
And then, so what that turned into was step five.
And step four from part one was import.
The step five was you start assigning
the blocks in Magic Palette.
And Pebe, you said there are 1,500 blocks to choose from.
And step six is download the file, import to GameMaker,
as we saw.
Step seven, import in GameMaker and begin creating logic
and spawn locations.
And then, Pebe, you said also make sure to change
the ambiance, so that was the time of day.
Yeah, it's a recommendation that I really
would do early in the creation process,
because the light of GameMaker, the light settings,
affect how your blocks will look,
and especially the colors will look.
And step eight, place your assets, which you wanted,
and finish your game making.
You can publish it after that.
So that brings us through our recap.
It was a pretty easy thing to get through.
I was, I wasn't sure what I expected.
That was easy.
The only thing that I'd have to learn
is how to do a block out at that point.
And then, yeah, my amateur skills,
that logic-based stuff, messages, which is still very,
very bad right now.
But at the very least, this will cut down big time
on the block-placing portion that we normally
have to do now during GameMaker.
That was exciting.
That was very exciting.
Cool.
Awesome.
Great.
So there's some questions that even just outside of itself,
things that I wanted to touch base with Pepe,
but wait till the end to touch it,
because we want a demo first.
So let's go with, can you walk me through, actually,
let's start with a development question first,
since we're about to come to that.
How has development gone?
Has it gone just totally according to plan?
Have you had some rocky bumps?
How's it gone?
Yeah.
Sure, we daily push our app closer to beta.
And we expect to have the beta live in the next two months
already, if everything goes well.
So things going well, it is sometimes a bit tricky
to figure out what exactly has priority, of course,
because we have so many things that we would love to implement,
but only limited time and resources to make it happen.
So we need to prioritize our features and our roadmap,
or kind of stagger our roadmap in the most useful way
for the end user, because we really
built this for all creators and landowners out there
to work with it the best we can deliver as a web app.
It is going well.
We have unlocked phase one that we described in our zip.
This is already passed early this month.
Yeah.
Now we are kind of branching to phase two
and are on schedule for this one as well.
Yeah.
One focus that I'm doing right now, or my focus right now,
is I'm not a developer.
We have other people that work on the technical side.
But I'm heavily involved in doing the documentation
or the knowledge base that we also want to provide.
This comes in written form, but also I
started to record kind of small tutorials
or what we just did here in these last two episodes.
Would be perfect to show someone how
to get started with this new workflow that Magic
Padlet allows you.
And all these things are super important to us as well,
because we think a tool can only be as good as everybody
can work with or know how to manage to work with.
And this is a huge focus right now on my side.
And do you fully expect to implement everything
in the zip that you've detailed that you would?
At this point, yes.
I mean, phase three is kind of where
it gets exciting, because this is where we will release better.
Beta release?
Yep.
Phase two being the internal testing by sandbox team?
Yep, this is already happening.
And we have very amazing feedback
from the production art and level design team from TSP.
These users are so, yeah, I can say
that they are so happy that they can work with Magic Padlet
now for internal production.
Because they did already what we always kind of projected
into our workflow here.
They made always these mini maps for their production
and for the clients and for the brands
to show them how things, and also
for internal discussion and all that,
to show them how things will work, how things will look,
even just as a mock-up.
And from there, they would build in GameMaker.
But now they really can grab their mock-ups
and just have a huge head start in GameMaker already.
And how long will the beta release last for before you
move to phase four?
This is what you have on the part three.
What's the most challenging part?
And the most challenging part for us right now
is finding or working with the GameMaker team on an API
solution or better said, data exchange
in between GameMaker and Magic Padlet.
Most challenging part was working with the GameMaker team
to find an API?
Yeah, get this up and running.
Because GameMaker development team is super busy,
as you all can imagine.
Oh, get it to where Magic Padlet would talk to and correctly
integrate with.
OK.
Yeah.
And this is super important for us and for everybody.
We want to have this as frictionless as possible
for the end user to happen that you can save your map.
This is already possible in beta.
But for the full release, we want
to have the link in between GameMaker and Magic Padlet up
and running as good as we can.
And this is challenging because, yeah.
And what was challenging about it?
Was it like a technical challenge
or just working through it with the GameMaker team?
Yeah, even just get the hands on someone
that is kind of working on this or can help us figure things
out.
So this is still in the works.
Yeah, still in the works.
And yeah, this is what we hope to make progress
in the next few weeks as well.
Other than that, it's going well.
We, yeah.
And you said the beta should be coming by October?
Yeah, that would be the plan.
And right now, it looks like we can make this happen.
As said, beta will have all the functionality
that we did see in our demos that we did here.
What we don't have is, as said, the possibility
to load your maps already.
So you can start with your mini maps.
You can assign blocks.
You can start with all that that we showed.
You just not yet can test it in GameMaker.
OK, got it.
This is for the full release planned.
And yeah, we truly hope that there is a solution for this.
OK.
Because this is something that we have solutions or ideas.
And there is already a solution, but not for the public, sadly.
And therefore, we kind of rely on GameMaker team
to make this happen.
And not only what we think, it's also
how they want to approach this, of course.
OK.
And remind me, which feature is it
that is not available to the public?
Loading into GameMaker, your experience into GameMaker,
which is quite crucial, of course, in the end.
Because you want to have it up and running in GameMaker.
So when we did it, when you mentioned
you were a power user, so you could do it?
Yeah, yeah.
Trusted partners can already do it.
Oh, OK.
So the current limitation.
Yeah, we don't want only to allow
this to trust their partners.
We want to have everybody.
Each and everybody should be able to do this.
So you must be a power user to load your Magic Palette
file into GameMaker?
Right.
OK, so that's the current limitation
that you're looking to overcome.
Yeah, yeah.
OK.
So pretty exciting thing.
So then you would want that to be done before beta
is what I assume.
No, beta is, as I said, with limited export functionality.
You still can export your map again as Vox and tweak it
and prepare it for your release on your site
or kind of working later on GameMaker files
or kind of loading it into GameMakers.
But for now, we export in beta only to Vox and to OBJ.
Oh, so with beta, you won't be able to upload it to GameMaker?
Go to GameMaker, exactly.
OK.
All right.
I mean, of course, if we can make it happen,
we will make it happen.
But as I said, it's not only on us.
And there is a third party involved in this case.
So not expected during beta.
So they'll just get the hands on of Magic Palette itself,
working from the concept block out to Magic Palette.
And that's where it will end until the limitation is
overcome.
Yeah, exactly.
Yeah.
Cool.
So let's get into the most challenging part, I think.
How about that?
Yeah, that was part that we already covered kind of here.
Yeah.
Was there anything that was much easier
than you expected it would be?
Well, some features, we had only a vague idea
how we want to approach them.
And our lead developer sometimes surprises us overnight
or whatever.
And just next morning, you read something.
Oh, yeah, it's working now.
And yeah, these progress is actually super cool.
And you're super excited when you see things coming to life.
And actually, you can already test it in Magic Palette
and work with them.
For example, working with Minecraft maps.
It was something that I had to work around
through other softwares and all that.
But actually, the implementation took us not that long
in the end to make it happen inside of Magic Palette.
And it's a feature that we even didn't mention in the SIP.
It's still a huge one, in our opinion.
But yeah, we have our roadmap.
And the SIP reflects this quite well.
But there are so many more features already in that
are not mentioned there.
We keep track of this, of course.
We have a log and release notes and all that.
So if you are interested in following us along,
please join our Discord, Sandrush Discord.
And yeah, super excited to bring more utility
and more features to Magic Palette.
And on that one, let's get into the actual SIP process itself.
Right after the SIP was approved, what happened?
Walk me through all that.
Yeah, yeah, sure.
So basically, as some of you might know or remember,
we had huge support from TSP, from the whole community.
99% yes.
Yes, yes, yes.
99.36%, yes.
So that was quite encouraging for me and my team
to see that we are working on something that is desired
and can make a difference.
The tricky part was the Quorum.
And we see it with other SIPs right now.
Yeah, past three SIPs fail because of that, unfortunately.
Yeah, sadly.
Sadly, yeah.
And I have to say, I'm not sure what's the plans.
To reach our Quorum, we did quite a huge effort
in these two weeks.
And we even had the chance to have AMAs with Sebastian.
We reached out to many, many landowners
that we could find.
It was not easy.
Reached out to projects that we knew
they were involved to some sort in TSP and all that.
And really find these people that, I mean,
it's not only that all the brands that you see on the map.
Sometimes it's hard to reach out to them anyway
because they are large brands.
Not that you couldn't, but it would take too much time
to find a responsible person that in the end
holds the ledger to sign the vote probably even,
even if they would vote.
So we had to overcome quite a bit
this challenging phase of finding actual voters.
And yeah, we are super grateful and glad that we made it.
So we now can proceed with development
and deliver what we have in mind and what we think
makes a difference for all the builders out there.
And when it was past July 10th, what happened?
Did you immediately start development
or was there like a buildup phase of some kind?
No, not at all.
I mean, we actually invested quite heavily
our own resources and time already into bringing it
to a state where we can be confident about what we do,
what Magic Pallet can do so that we don't over-promise
or kind of promise something that in the end
will not be realistic.
So we had a lot of kind of time in beforehand
where we did fully focus on Magic Pallet already
after a large production.
And I think this helped us a lot to not only flash out
the app itself, but also this vision
and to find also kind of the audience that we hope
will work with Magic Pallet.
And this was a fluid process.
So it's not like the zip came and then we start development.
We started long beforehand already.
It evolved over time from a small little helper tool
that we used internally for production
and evolved to a full-fledged web-free web-based tool
that it is right now.
Mark asked, what's your Discord server?
I'm going to pull it up and I'll put it in chat for him.
Cool, thanks a lot.
So walk me through.
So you started development immediately.
What was the administration like with the DAO?
How did that interaction unfold after the zip passed?
Yeah, so basically we were confirmed
and the DAO team was always super friendly and kind
of supportive during the voting phase
and beforehand with the ideation.
And I mean, we submitted our zip.
It was one of the first zips that were submitted.
So they were glad that it was all nice and tidy
and things were in place.
And we have this structure of the template
that we followed along.
So I think this helped a lot to kind of level out everything
and say, OK, this is solid.
This can be presented.
Then the voting phase came and a bit
of this stressful time with finding the quorum.
But after confirmation, we kind of had this clear,
or we still have this clear roadmap
where we did bind our payouts to these phases,
in our case, with our project.
And I think it's more than fair to,
we also could ask for just upfront or whatever.
I think it's more than fair that we deliver in these phases
what we promised and even more, as we can see right now.
And kind of fulfill the zip in a way as it is intended,
because we don't want just ask for money
and then do something at some time, maybe.
And it was, of course, a bit hard.
This is why there are no hard deadlines here.
We just staggered it into phases.
But our goal is to, as you just said,
better super soon-ish already and public release
as soon as we have clarified the interoperability
with GameMaker.
And so right now, you've unlocked phase two.
You're now on phase three?
No, we are on phase two.
We are unlocking phase two soon.
So you unlocked phase one.
Phase one is unlocked?
Yeah, exactly.
And this is with you asked about the DAO team.
We are in close contact with them.
And we are super grateful about their support.
And of course, they want confirmation on the delivery
deliverables that we mentioned here in the zip.
And that's more than fair.
So we have now someone from TSP internal that kind of cross
check that is also in this testing group that kind of cross
checks what MagicPallet can do.
And these features that are mentioned here,
they are truly tested by him and his team
to kind of confirm if this is delivered.
And once it's delivered, as it was in phase one now,
early this month, the payment then
get unlocked through the DAO team or the DAO treasury.
So it's kind of like a three-way thing going on here
where you had the TSP development
member who's helping to confirm that what your SIP said
that would deliver it did.
And the DAO team is unlocking the payment after that.
Exactly.
OK.
OK, got it.
Yeah, it's pretty straightforward in the end.
But we have this kind of third party or yeah,
kind of advisor or not advisor.
It's kind of observer that kind of looks for them.
They're not that deep into technical things
and design things.
So it's more than we're super happy that this setup came
in place now and everything can be kind of cross-checked also
from their side.
Yeah.
Got it.
I imagine this is not needed for every SIP.
It's just in our case with these quite technical,
with these features and all the things that we develop
so that they really work as intended and all that.
It makes sense that we have someone like this in place.
Yeah.
Cool.
So that does sound pretty straightforward.
I don't know what I was expecting,
but that yeah, that was pretty straightforward.
You just you do what you said you would do.
And then there is someone who will check it whether or not
be a DAO person if they had the technical skills,
but because they don't, they would look at the TSB team
to do that technical evaluation.
OK.
That's pretty sensible.
OK.
And then is there anything you wish you had known
at the start of all this that would have better prepared you?
I assume you're going to say quorum, but let's ask anyway.
Good question, actually.
I mean, we were a bit out in the open with,
we decided as mentioned before, we
decided to invest our own funds into this already,
into the development and development of Magic Palette.
Beforehand, before there was spoken funding or even
confirmed funding through the DAO,
though we didn't know how things will go, actually.
We heavily kind of trusted the community and the voters
that they want this tool come to life.
If they wouldn't confirm it, I'm not sure if we still
would be up and running, actually,
because we had this really heavy focus
and still have on pushing Magic Palette because we think
this is our strength and this is what we should do to bring
value to the community.
And so we even rejected clients work
because we thought, OK, let's do this because we
want to make this happen.
And this was kind of a risk taking before the SIP came
and the whole SIP process came in.
This was before the SIP even went to vote.
You were rejecting work to continue prototyping?
Yeah, and especially kind of also working on our own project
and games and experiences.
It's not it kind of we did withdraw resources
from this part of the studio and focus much more, for example,
on block creation because we know each block is valuable
for Magic Palette and all that things.
These decisions, these kind of decisions.
And having our developer full time on Magic Palette.
So it comes down to if you had something that you wish
you had known was the amount of sacrifice you would have had
to make even before the SIP went to vote, the time investment,
the money investment, and then the potential risk
for returning down work that you could
have been earning money that way.
Yes, kind of.
I mean, it's not that dramatic.
But in the end, we kind of did put our full forces
on Magic Palette.
And I think it was the correct decision.
Still think it is at this point.
It looks like it's working out just fine.
But what I hear is the uncertainty,
the uncertainty before it even went to vote of you
weren't sure if that was going to work.
Or even get any funding through DAO.
I mean, we were in close contact over the years now already
where we were involved in the sandbox with the team,
with Sebastian itself, with other people from, for example,
with Thibaut, the art director now that is leading his team.
And we are super grateful for all their support
and also seeing the potential of what we are doing.
We not only did Magic Palette in the past, of course.
We also did, for example, large projects for cyberkongs.
Or we did other web 3 apps like our Gear Up app
where you can equip your avatar.
Also web-based.
Don't need Game Maker for this.
And all these type of things, we always heavily focused
on building on top of the platform,
adding where TSB might not providing tools like what
we do here.
I think this is our strength.
And we should, in my opinion, we should
play this card the most where possible
because this is where we create value for everybody.
OK.
Well, Pepe, I think that pretty much gets us through it.
Is there anything else that we didn't cover about the process
you'd like to discuss?
No, thanks a lot for this deep dive
and also for having us working on this sample map
that we did in the last two episodes.
I'm super, super excited to even see this one evolving maybe
over time now.
And we, of course, have a lot of plans
to not only provide blocks, but we also
want to provide new generators, new maps.
When it comes to blocks, we're just
in the process of going really collection-based.
So you can load your custom blocks and all that.
We have a lot of stuff in the works that are quite exciting.
And yeah, the DAO was an opportunity.
It was stressful, at least this voting
phase and the pre-discussion.
But I think it's also crucial for the success of a project
like this to share your vision with the actual builders
and creators, because these will be
the people that make this product work
or valuable for the whole ecosystem.
And the process is still an up and down all the time.
And there are bugs, crushing bugs, daily internally here
and with the help of TSP testing team, as I said.
So yeah, we certainly will keep you all in the loop
mainly through X, Twitter, and of course, in our Discord
and all that.
So yeah, I try to be involved wherever I can,
especially with other builders and studios that
can make the most out of their projects with the help
of Magic Palette, I think.
Cool.
Very cool.
Well, that'll bring us to the end of this episode.
Next, we got underneath an hour, Pepe,
so I think that's a first for us.
That's a good achievement.
Yeah, that's perfect.
I would say we captured the essence here.
This has been a really good three-part series.
I enjoyed walking through this with you,
especially seeing the hands-on of how you go from blockout
to block assignment.
That was really cool.
Tomorrow, we'll be talking to Pickaxe Master.
Oh, nice.
So I think you did an episode with him and San Fam Cafe.
Yeah, back in the voting phase, there was a San Fam Cafe.
We'll be talking to him tomorrow and going over San Fam Cafe,
the DAO, some other things that are...
Pickaxe Master itself is its own experience.
Spaces are still going on each week.
The places to be is Discord, the DAO forums, and Twitter.
There are two new votes up now for consideration,
which is the Ambassador Program and the San Fam Academy.
So Mark Baggo was in the chat just talking now.
His sip has gone to vote.
We did that with episode...
We just did it.
Episode 12.
Take a look at episode 12 where we interview Mark Baggo
from wanting to do Sandbox Academy in the Philippines,
which is basically an onboarding program,
an educational program for a series of universities
in the Philippines, which is where Mark lives.
And he's been doing the Sandbox Academy for years for free.
And now he's requested funds to pay for things like posters
and the educational material, like the laptop
and all the stuff that he needs to give to...
I think it's 60 people, right, Mark?
Was it 60 people that you're teaching across six universities
and six months?
So that is a significant time investment for him.
And just onboarding loads of new creators
that can then use Magic Palette and create experiences
for themselves and contribute to the community.
So I'm...
We actually already have planned to make one of the lessons
of Magic Palette focus once it's up and running.
So we're excited about that.
So he said 20 to 40 per university times six
would be 240 people.
And yeah, if there was a way...
Pepe, I saw the conversations going back and forth.
If there was a way to partner with him,
that would just be doubly cool.
But in any case, I've already voted yes.
He's got my full support.
And please go vote.
Yes, vote no, but please vote,
because the last three didn't even make it because of quorum.
And the yes vote won't even go through if we don't make quorum.
So please go vote and make your voice heard.
And there's the Sandbox Academy...
Not Sandbox Academy, the Sandbox Ambassador Program,
which I am trying to get them on the docket for.
For...
I did see that.
Right.
All my friends' people, which is just a collection of Sandbox folks.
So I'm trying to get them on Sandow,
but I haven't been able to yet.
So we'll see about that.
And then there's Here's Your Spaces throughout the week.
Folkiverse Hall, Bulls on the Block,
Coffee with Captain, Whale Members, San Fam Cafe.
Check them out.
That's where we gather alongside the forums.
And Pepe, is there anyone that you think I should raid on Twitch?
I already looked.
I don't see anyone else in the Sandbox category.
You know, everybody offline right now.
Yeah.
Everyone looks offline because it's still very early morning.
And where we are and for you, it's mid-afternoon, right?
Go West just came online.
Go West just came online?
Not online.
Go West?
Oh, I see him in the chat.
Go West, if you fire up that stream, I will raid you.
But it's probably a little too early on his side there.
So we'll end it there.
Pepe, thank you for your time.
Really, really loved doing this with you.
And I'm excited to use this myself, even though I'm a complete amateur at this stuff.
That will be exciting to see what the community will create to have a Magic Pallet.
So my SIPs should be coming up pretty soon.
So I'll be in the same boat as you are.
Don't know which one's going to hit first.
I've got five of them.
I think Sandal podcast will hit first.
But it could also be the window sizing one or the in-game filter or the revenue options,
which is my big one, other than Sandal podcast.
And yeah, so I'll be campaigning just like everyone else.
Thank you for your time, Pepe.
And thanks, Lancer, for having us.
Guten Morgen.
Or is that morning?
Oops.
Yeah, it's afternoon already.
But good morning.
Good morning.
And Dankeschön.
Cool.
Thanks, everyone.
Have a good, hot day.