Music Music Music Music Music Music Music Music Music Music Music Music Oh I'm going to go to the next video. I Oh I'm going to go to the next video. I Thank you. yo yo welcome in everybody that was some sick music that was just auto playing there i don't
know if y'all heard that too but uh thanks so much for joining
we're just gonna let some more people come in and join up with us i'm just gonna hang out for a
moment here and uh just chit chat for a little bit uh i see we got machiavelli we got hypha in
the crowd there kevy me and an eight coin account command line account are we going big are we going big nice thanks so much for the
quick support everybody's just super good super good uh you know really glad to have support from
eight coin uh spend shout out to spend lost and the team uh you know to kind of help push this
and get it out there it's very meaningful to us so we super appreciate it uh but super appreciate matthew for getting at this at incredibly late notice uh i was not sure
you know we were like oh man is this gonna happen uh but uh you know man thank you matt for for
showing up uh you know just want to bring you up and chit chat for a bit but
uh yeah man if you want to say hello very quickly i know we're just starting but say hi happy to
join yeah it's always excited and happy to talk uh love love talking uh game dev and odk and
bathroom blitz and this is great so yeah thanks for having me sick perfect perfect yeah yeah man
so you know for for uh i don't know maybe those who might not know or you know maybe matt i'm not
sure if you've been tuned in but i've been running this thing called the render pool now for a little
while now this is episode 40 insane i'm like where did the time go i do it once a week on tuesdays at 2 p.m thanks yeah it's kind
of a milestone you know we're almost to that 50 so this is kind of special um you know so uh yeah
yeah episode 40 you know basically the render pool started as a way to kind of um shine some light on
the odk and more on unreal engine like um you know obviously you know you're gonna
mean your team with command line uh rita's team and then you know you had two solo devs uh myself
and bailey kind of come on early to the odk and start testing right so this has been a little
while now right back in the day we could say uh where we got access to the odk to kind of mess with it and and um but
the one thing i noticed like during that time was a a lot of people were wanting odk access right
obviously a lot of apes were just kind of super bullish and wanted to see what it was like but
the more we started messing with it the you know the realization came in that hey this is this is
game dev you know what i mean this is traditional game dev and it's tough stuff so i realized it was a lot of uh education that was still needed
to be kind of had within the community so as i was kind of working on stuff i kind of took it
upon myself to start doing like just basic unreal tutorials you know talking about what the hell the
odk is in general you know and i think that kind of maybe
stopped a few people in their tracks like oh okay wow you know this is not some drag and drop thing
this is like you know straight up game development so render pool was a reason to kind of help
demystify all that good stuff you know kind of help make it make sense and to kind of get people
in the right path like to um you know where should
we go next what should we do how do we go about this you know um but uh yeah that was the idea
yeah that's a great use case i mean people need the information for sure i mean like you said
odk is built on unreal engine and you need to kind of understand unreal if you're going to dive in and get your hands dirty so that's great yeah exactly exactly and uh yeah and you know people are so bullish in this
space i mean you've seen that you know it's uh it's uh people want to get their hands on whatever
tooling you know we're here in in the web3 space there's already this sort of technical sort of, you know,
thing going on with all this tooling, you know,
And, you know, so people were just eager to dig into the ODK,
even if they had no unreal experience at all.
But the way I always kind of thought about it was like,
oh, man, you know, this needs to be, you know, kind of, it needs to be broken down so they can jump in and have a smoother experience.
Because you got to be able to speak the language a little bit, you know, to dig in further and really kind of tango with the Unreal Engine ODK setup and stuff.
But, yeah, all right right we got our crowd growing
this is good uh we got machiavelli up on the space now say hello machiavelli what's good
yo what up what up what up drop thanks for having me man uh lovely to see a render pool space today
man y'all make sure y'all hey actually there's no purple pill at the bottom i don't know is there
one for you drop um maybe let's get the space pinned up
to the top so everybody can get it retweeted and shared out and stuff oh okay okay you know what
i mean i'm so new to the spaces thing i'm so used to bubbles all the dang time uh but yeah no that's
a good thought we can uh get the the space itself pinned up here uh let me see and take a look here
yeah i got you let me i'm i just here yeah yeah i got you let me i just shared
it out i got you okay okay ah okay thank you thank you uh i see he knows throwing a laugh in there
yeah yeah don't make fun of me bro don't make fun of bubbles i rock but space is you know we we're
uh we're warming up to it uh i got my incredible co-host here crypto angie she was helping me make
set up she was uh bashing me over the head telling me to hurry up and i was uh say hello
nice nice yeah she's uh kind of in my right hand making me sure uh making sure that i'm on track and uh
so yeah shout out to her because if not this probably would not have happened i probably
would have been dragging my feet still trying to make sense of what to do next so thank you angie
i super appreciate you uh so having her up here as a co-host we're both uh getting warmed up to
spaces and uh making sense of all this.
But yeah, but Bubbles, I got you.
We could do Bubbles all day.
I know how to maneuver them things.
Spen, you there, brother?
I don't know if you tied up.
Maybe you tied up in another event right now, but if you there.
Thank you so much for having us.
Yeah, we just wrapped up a blitz session with Chimpers.
Had some good games going on and excited to, you know, to jump into this chat.
We got a bunch of legends.
Angie holding it down as always.
Mac, I think, you know, Mac is cooking something later tonight, too.
But, you know, we'll touch on that later.
You know, we're getting ruined in Thornwood all throughout these next two weeks.
That's another strong point to this space is here.
We want to talk about command line and what they got working and also to entice you, everybody in the audience, to go play a little bit.
So if you're down to play, listen to the space, go hop in there, run around, you know, go, go click on some people and, and, and put them down,
you know what I mean? Get some kills, uh, and, uh, listen in and, uh, maybe you can learn a
little bit. Maybe you'll learn a little bit about the environment, uh, and, uh, you know,
get some points for you at it. Uh, we'll also have loss, my brother. Are you there? Are you there? Give us
some words if you are. Yeah, I'm here. Good morning, good afternoon, good evening, depending
on where you're at. Been enjoying all the Blitz sessions. It's been like three days straight of
Blitz sessions. So I'm going to be honest, it's nice to have a break from the ruins and to come
up here and to chat with you guys. Looking forward to the interview
and having Maddie here with the community.
And thanks for putting this together for us.
I saw the test space this morning
but every fiber of my being
wanted to join that space.
Man, y'all are embarrassing me right now, dog.
Yes, I did run a test space.
Hey, listen, being prepared is top notch.
Listen, don't even hate on people.
Somebody who prepares, hey, you know things are going to go right.
Thank you so much, brother.
You're making me feel better all of a sudden.
Yo, I'm telling you, man.
bro but yeah this uh you know i don't do enough spaces on here i just wanted to focus you know
always you know the game dev side being in the game itself it always made sense but today i think
it made sense to do with spaces and to also get get you know the intention of uh you know people
up on here in this space to go into the games and go play right so that's the idea here as well but yeah man we ran a test space i just called the
test space and then angie was like no it needs to be called test space don't join because somebody
accidentally joined up and was just sitting there waiting for us to cook on some some some alpha we
had nothing bro we had nothing they're like man had nothing. They're like, man, the render pool sucks, dog.
What are you even doing over there?
I see Haifa down there, too, another legend,
cooking up stuff all the time.
We'll throw you an invite, Haifa, if you care to join us,
I know you're always working on stuff.
Let me send a quick invite to speak.
But yeah, yeah, we've got
a good crowd. Thanks so much for joining, everybody.
We'll go ahead and get into it.
But yeah, of course, this is kind of
latest update with the Thornwood map.
So if you've gone in and played,
you've seen that there's been a variety of
updates. I know when I jumped in, there was an immediate reaction to the visuals.
I feel like the lighting looks a bit different.
Maybe the materials have been worked on.
There could be a variety of things that have been worked on.
And hopefully, we can ask some basic game dev questions or just some overall questions about just game development
and launching in general. And so this would be kind of high level. You know, we did get a chance
where I got a chance to speak with Matt about maybe coming back and giving maybe a more in-depth,
you know, look behind the scenes. So if this goes well and y'all are interested in that, you know,
let's, you know, maybe think about questions, you know, that we could, you know in that, you know, let's, you know, maybe think about questions,
you know, that we could, you know,
really, you know, kind of dive into
at a kind of maybe a later date
that could be good for game development.
You know, if you're more curious
about the technical side,
But we'll do a little bit
of a high level thing today.
maybe if you want to introduce yourself,
like, yeah, command line team in your in your what you do there.
And yeah, just about yourself in general.
Sweet. Yeah, happy to. I mean, just for a little bit of history.
So Von Doom and I created the company that kind of became command line back in 2014.
kind of became Command Line back in 2014.
Then in 2015, we became Epic Games' first North American service partner.
So we were building Unreal Engine experiences for enterprise companies,
doing like car configurators and hotel tours and visualization work, training simulations, that kind of stuff. And then in 2022-ish, we started working on game experiences.
And that started out mostly in Fortnite,
dabbled in Roblox a little bit, as well as some just native games.
And then pretty quickly there, through Von Doom's connections
with the apepe community,
we were able to get in and start building in ODK.
It really started to kind of,
it was a great parallel from our experience building all of these games and
experiences in Unreal to be able to pivot that into ODK and build experiences.
So yeah, we started out building the first version of
bathroom blitz um and then have been working to kind of expand and turn it into um a lot more
so yeah we're super excited about it and just excited about the space in general and kind of
where we see things going with with ODK and Yuga is super exciting. Man, that's really cool to hear, man,
that you're like so deep into the Unreal side of it already,
you know, from, you know, being sort of like a partner,
you know, kind of trusted in a way
to kind of develop on their platform,
which like sets you up, right?
Like that puts you in such a good position
to kind of come into this newer territory with the ODK that, you know, like I said earlier, you got to kind of speak the language to kind of come in here and sort of like talk back to it, right, to the ODK.
And to kind of make sense of it.
get a better understanding like I mean what was that like you know the experience of like bringing
in your prior Unreal Engine experience uh to you know first messing with the ODK was it um was it
like uh you know was it sort of something that needed more demystifying did it make sense at
first or did it maybe take time for you to kind of ease into it. I'm curious how you felt about it. We broke a lot of stuff.
We figured it out, but yeah, definitely.
I mean, it is Unreal Engine,
but it's not all of Unreal Engine, right?
There's various components and things that are changed
to kind of make it work at scale.
So we had to kind of relearn a few things.
But generally speaking, I mean,
the art and kind of concepts are the same.
So being able to lean on that was great.
But yeah, it was, yeah, generally, I mean,
it was kind of great to dive in and, generally, I mean, it was great to dive in and, again, bring a lot of our experience to ODK.
Yeah, that's awesome. That's awesome. So, yeah, it's like the art side, right? Like you said, it's kind of all the same, right? So that's what I was saying earlier. It's kind of has this sort of like traditional game dev kind of background where, you know, you could, you know, set up your assets the same way, the art the same way, you know, you can mess with materials and shaders. But I guess
like once you get into the technical side, I mean, you start running into hiccups, right? Because of
the sort of like the replication and, you know, the mass concurrency and all that. Was there any,
I mean, kind of funny stories you can, or something you could think of,
like trying to make sense of that? Was there maybe a prototype that you kind of started with
to sort of kind of make sense of that technical side of that technical aspect of it?
Totally. I mean, one thing that, I mean, we found, so when we did the first version of Blitz, right,
so we launched that middle of last year, that was very much an alpha right so we
we thought we had everything figured out but as we um learned when we launched it there were
definitely some bugs and some things that we found and one of those you mentioned replication one of
those things that we didn't even think to consider was that um when you jump in the the acid right we've got that area of effect damage
in the bathroom if you fall in the poison lake um you you take damage well that damage modifier was
being replicated so if two people were in it you took it twice as fast if three people were in it
you'd hide really fast, right? So that was
not something we even thought to check. It was like, oh yeah, this is just a thing. But that
was one of those, you know, why is it I die super fast sometimes and not other times? And that
modifier was kind of sticking around. So it was an easy fix, but it was one of those things that
was like, oh wait, we didn't think to check that.
So there's things like that, but it's true with any game engine or anything that you're building in, right?
That's what playtesting and QA is all about and why we're calling it an alpha. And even this version of Blitz that's live now, right?
We relaunched the bathroom two weeks ago or three weeks ago, whenever that was.
We're calling this still a beta.
Things are a lot more polished.
We've got a full new UI, totally rebuilt database.
The matchmaking is a lot better.
There's a new chat and community system where you can party up and jump into matches as a party
so that'll hopefully let us run tournaments and things in the future so we're super excited about
that and so we started back in the bathroom just to test all of those back-end features and now
we're excited we're able to kind of bring in new maps new game game modes. So this is the first new map and new game mode since the bathroom and the team deathmatch.
So this is now kind of a smaller map
designed to really be a better competitive shooter map, right?
Like the bathroom was super cool.
It was designed to be kind of an homage
to the original BAYC community
and like where things got started.
And it was, you know, we turned it into a fun game world, but it was more or less kind of like an art piece, right?
That you can go and find Easter eggs and you can see things and there's a bit of narrative behind it.
But it wasn't necessarily a great, like if you tried to do a capture the flag in that world, it would be very
difficult, right? So we had to kind of go with team deathmatch and even still you kind of devolve
into it being a really most of the team deathmatch happening right there at the corner of the
bathroom stall where kind of the spawns line up. So this new map and everything we're working on
now is kind of with the concept of, okay, we've got a third person shooter and we want to make sure that they're balanced game modes.
We can run different game modes in the same maps, things like that.
So this new map we're super excited about.
And based on what we're seeing, we're seeing lots more matches and lots more players.
So it seems to be going in the right direction.
Yeah, that's awesome insight i love the the uh
the kind of like uh the issues with the damaging and sort of like copying over it and damaging
twice as fast that's one of those uh kind of like silly accidents where you just kind of scratch
your head and you know until you really dig in and like kind of understand why the hell is this
happening the damage modifier the
intention was that the longer you were in it the more damage it would do and so then that kind of
started to stack as well um yeah it really turned into if you if you got kind of towards the end of
a match it was an instant death um if you fell in there yeah it seems like yeah especially if there's someone else something yeah it was it was a
problem sure sure of course but but i love to hear those kinds of things man you know um especially
with this community you know especially uh the community we've created you know here with the
render pool most of the people here are game devs or artists you know and i think we like
jumping into things that are still in alpha or really in early states
and you know i don't mind it you know like seeing you know silly things at first right because if it
if it helps you kind of make something better then hey you know it is what it is right and uh that's
what's interesting about the space in general we're here with other side you know with odk there's a lot of people
kind of sort of tech aligned already and are kind of maybe expecting bugs to happen and it kind of
becomes a funny thing over time um i'm curious though like when i was messing with the odk i
kept kind of thinking of these slower paced games so i have to kind of tip my hat to to you guys for creating a shooter game uh because
you know i could only imagine right if the damage thing with jumping in that pool of acid was one
thing i was wondering if you could share some kind of like insight on just like the shooting itself
and like projectiles and like you know how people receive that and if that that seems like quite a
challenge especially if you have a spread cone,
with the assault rifle and stuff.
I don't know what you can maybe share about that.
I mean, that is definitely a system
that kind of we built and piggybacked on top of ODK.
So we've kind of built a system that lets us,
specifically tied around the shooter game mechanics
and things and the matchmaking, the chat systems,
things like that, where we've got projectile systems.
So we've kind of got both versions built
where we have a hitscan, kind of traditional laser beam,
for lack of a better idea,
but we didn't really like how that played.
That was something we used very early on.
So this projectile system uses,
it's all physical projectiles, it's all math.
So we're spawning the bullet at the barrel
and they've got fall off and bullet speed
and everything like that.
So the goal being that it feels good.
And then we've been working on a lot of the recoil.
We got really into arc raiders,
so a lot of that kind of has carried into kind of some of the inspiration.
But we call it the bloom.
So how much the cone kind of opens up as you fire
and what that's being impacted by moving.
Or if you're crouching, it's better.
You're using the new slide mechanic.
I think we kind of keep it pretty tight
so you can do some fun sliding around the corner and shooting.
But so we've got kind of a mix of bloom and recoil so that we can, again, try and make those guns feel good.
But yeah, the replication of the bullet projectiles and how those things are hitting is some serious math and replication and stuff.
So yeah, if we want to get into the real weeds on that, that unfortunately is not my
area of expertise, but we'd have to bring in some other people. So yeah, if we want to get into really nitty-gritty
technical details, I'm happy to maybe we do another one of these in the future.
I can bring some some additional resources in and we can really get into the weeds.
some additional resources in and we can really get into the weeds hey yeah yeah you know i'll i'll
i'll just stop you there too because i'm an environment artist so so you know well of course
right you know you're in the game dev you know area you understand the kind of high level things
so for me that makes all perfect beautiful sense um for for the mathematics part of it maybe some
some other people in the crowd
will will that'll pique their interest so yeah another time we could definitely get more in the
weeds and i would love that absolutely uh yeah and i just keep asking questions about that because
it's like the odk right it's like the replication thing it's it's just so important for i mean it's
kind of like a core thing to it right it's like it's what allows for
hundreds of players thousands of players you know uh if able so yeah it's it's such a strong
selling point you know um like look at the project dragon events like you know having thousands of
players in one place just blasting the hell out of each other it's so much fun and it's such a surreal experience
um you know even with like the first uh kind of the first trip it's like this giant kind of
coda battle and stuff we had then there was like this collection game as well you know um and it's
such an interesting point to it that when you get down to developing it i don't know maybe you could
give your opinion on that
but like i feel like it kind of had to rewire my brain a little bit and think about like every
little thing you do kind of ends up affecting something else i mean just similar to like the
acid pool and it kind of doubling up on pain totally and that's something that you know the
the i gotta give props to the yuga and Nsquared team. That ability to have those thousands of players in one instance is nuts.
That's not something that's easy to do at all.
Actually, on the other side of our company, the enterprise side,
not Command Line, but Thea Interactive,
we had done a bunch of testing in like 2020 and 2021 into kind of metaverse worlds
in the mass concurrency world. And we actually had talked with the team from M Squared and were
really impressed with their technology then. And it's kind of come full circle and it's super fun
to kind of be working with those guys again, building this games now on their platform.
But yeah, kind of what you mentioned about there being, you know,
potential for thousands of players.
That was one decision that we kind of made relatively early on
was that we wanted to let, you know, the Project Dragon
and the thousand concurrent players shooting each other be its own thing,
and that we wanted Blitz to be more of a competitive shooter match, for lack of a better terminology.
So we've been pretty focused on sub-30 player performance,
player performance. So we can, you know, boost our render quality a little bit more than you
probably could if you're thinking that you're going to have a thousand, you know, avatars
running around and needing to animate them and things like that. So that was kind of
a conscious decision that we made was to try to kind of keep things a little limited
from the player count in any specific match.
And that's something that was really kind of a cool thing that we ended up building with matchmaking
was the ability that in that pregame lobby, we can have 100 people or whatever, like it's 500.
But then when you jump into a match, you're jumping into a new world and you're doing a
world transfer. And now you're in a small world with, you know, only the five of you or the 10
of you that are in that specific match. And handling that and moving people around is a serious, again,
and things to manage that.
Yeah, no, I mean, you know, people will say,
oh, make your game multiplayer.
It's like, man, you add one other player to that damn thing,
it'll just really kind of complicate things, you know,
get into three players, four players.
I mean, that's why I guess there's such a standard at four
players and a lot of games, you know, just kind of a,
kind of a comfortable number, right.
Kind of handle all that detail.
But then you have something like this, holy cow, right. You know,
M squared and probable, you know,
hitting it up with like having hundreds of players, but you know,
in one location, but you know, yeah, no respect to yeah, no, respect to your team for making sense of it.
I think you working with these numbers and where they're at
is going to allow you to just kind of keep iterating and expanding
to include as much as you want to over time.
And I mean, that's the goal from our end is is continuing to build
and do cool things so uh that's that's definitely our focus um for sure yeah that's good that's good
um well okay so you had you had the bathroom blitz that was a hit man we you know the the community
here loved the design holy crap i you know just, just slinging around on a hook shot.
You know, flying over urinals and toilets and toilet rolls.
It was, I think, the perfect kind of layout and environment for the space.
It's very tongue-in-cheek um and of course right the bathroom is such an iconic location within the
lore so um yeah i mean do you have like a said artist on your team like making stuff or or like
do you have more of a core like development team uh to work on like the programming side like
the assets were beautiful
you know the environment right was was i was really impressed with it and it was all very
felt very original um i don't know can you say anything about the artwork a little bit or like
maybe concepts and ideas or maybe things that were scratched the first version of the bathroom was like a lot of what we did early on was testing scale and trying to figure figure out it's like the whole concept right was
we wanted to um for that map if we're gonna try and do a whole battle in just the bathroom like
we kind of had the bounds of how big it could be so obviously you couldn't be human scale you know
or ape scale uh we had to shrink you um in order for it to to be able to have more than two people just punching each other.
So we were playing with that and trying to figure out kind of the right scale. And then once we got
that figured out, like what felt good from a game perspective, like how long it took to run from one
side to the other and like that. Originally we wanted to do 8v8, so 16 players, and just kind of tracking, again, spawn locations and things like that.
It's like, okay, now let's really dive into pushing the quality as high as we can.
And again, making it kind of an art centerpiece as well as a game, right?
as a game right um and really really hiding um easter eggs and and um you know like there's there's um
just like the the branding all throughout the space right like so we came up with fun brands
um for for all the different products and things that were in there because we obviously don't want
to use anything that's that's real world but just again lots of lots of fun stuff
hidden in that map yeah i was uh i was in the lobby uh just yeah we were in it a little earlier actually and we're we're fighting pm nice i was uh reading some of like these like lotion bottles
and and uh the tvs i think some were branded like Chimpy.
I think one of them said Harambe on it.
And then that's what I'm getting at, too,
was the narrative and the storytelling.
It's tongue-in-cheek, but it just says a lot.
that light humor uh i think does a lot you know for especially if you see it scattered around
right just like a little bit of this a little bit of that a little bit of that and then it just kind
of all adds up you know and uh all the uh the posters from the eight fest events, you know, that's super cool. Um, but, uh, you know, it, it, it makes you feel like, yeah,
this is a part of our thing. You know what I mean? Like you said,
it's like Easter egg. Yeah. Yeah. It really brings you in a little closer.
It feels, it feels familiar, familiar, you know?
Totally. Well, and then one of the things that we kind of, um,
did a bit of a surprise drop on, drop on was the new pregame lobby.
So it's more or less the same space, but we went from, again, where you were kind of full size.
We kind of took that bathroom blitz concept of shrinking you down and then added a bunch of other things in there.
um and then added a bunch of other things in there because one of the things we were seeing
um was the if we didn't have enough people to kick off a match um or even if like three matches were
running at the same time you'd then end up with you know four people stuck in the lobby and it
can't queue because they're waiting uh for other people to come back in um so there's plenty of
people in the game but there's not people sitting in the lobby waiting to jump into another match.
So we wanted to come up with a way to kind of give people something to do
just while they're hanging out.
So the new pregame lobby, you can join the queue,
but then you can run around and you can test out the, you know,
movement mechanics and the grappling hook or the new slide and double jump and the glide features and things that are all getting added.
And there's weapons in around the map if you want to test out how the weapons work.
Again, in that pregame lobby, you don't do damage because we didn't want to totally be griefing players just hanging around.
But you can kind of do some target practice,
And we're hiding Easter eggs.
We've got kind of a jump puzzle only up in the works.
I think it's in there right now, but the leaderboards in time
So that's something that's coming.
But yeah, we're trying to come up with ways to um again keep people engaged and
and in the space between matches right so yeah that that's a great detail yeah you know i really
enjoy uh the size of this new lobby um i think one of the key things um and i see my boy jay
vegas down there in the in the audience i want
to shout him out real quick because uh j vegas is uh man if you're trying to find something another
side like in the nexus or something they just know where it is the world can be so big and he's just
got the back of his hand. I'm telling you.
Like, he would show me hidden spots that I never even knew existed.
Like, and here I am, supposedly,
you know, I love this other side.
I'm in there all the time.
But, you know, I can't even keep up
with some of the players, you know?
They're just so, you know,
just really zeroed in on exploration.
And so I think this new larger map is like uh
uh or the new the larger spawn area is doing a lot for certain players you know i guess it's
kind of a simple thing but you know there's all kinds of players here right there's players
who aren't even into shooters,
but they're still jumping in because of what it means, right?
ODK, other side, you know, command line game.
So it matters to them more in a way where they want to be there and experience it.
And I think this larger spawn area has really done a lot
for those who love to explore.
And like you mentioned, all the artwork, right?
Like the Easter eggs, all the names on the lotion bottles and the you know the posters it's it's
doing something for them in a way where they can have fun you know beforehand before jumping in
totally yeah and i think that's something that the i mean we're um you know our team some of us
are our game uh you know obviously all of us gamers. I guess that's not what I meant.
player. I do not score well
the exploration mechanic, and I love
flying around with the grappling hook. So I'm happy
that we're adding, personally,
that we're adding these things to the pregame lobby
and trying to, again, work with So like, I'm happy that we're adding personally that we're adding these things to the pregame lobby.
And trying to, again, work with, you know, the community and come up with with concepts.
So I mean, if people have ideas for many games or things they'd want to see in that pregame lobby, like I'd love to hear from people.
Yeah, if you want to post in here or in the discord or whatever, like, we're always open to ideas and looking for cool things to build, so.
Yeah, that's cool that you're kind of open
to it, too. I think that's
another thing is, like, people love
giving input, you know, especially
with these games. Totally.
You know, it means a lot, especially
if your idea or your thought can
kind of like come through you know and like be seen as something uh then uh it's it matters it
matters and you know i think people got some ideas here you know the web3 space is uh you know and i
don't mean this in a bad way it's uh you know it's uh they you know we have heavy opinions on things because we care.
You know, I'm saying that, you know, we want to win.
You know, we want everybody to do well.
And, you know, if you've ever entered a space, this one stands out.
This one is quite unique.
So, yeah, if you heard it here, folks, if you got some thoughts, some ideas,
definitely, you know, just, you know, do it lightly, do it respectfully.
You know, they're working hard and they have to make their ideas click and work for themselves.
But at the same time, you know, you could be that sort of like seed of inspiration for something different.
I think the way we play the games also kind of like set set up right in a way where they see what we do and that turns into feedback, you know, to make things just better, you know, all around.
So it's important for the devs, you know, just as important as for you.
But yeah, how would someone go about that, Matt?
You know, just in the command line discord. Yeah.
So, I mean, in the command line discord yeah so i mean in the the command line discord we've got feedback forms we've got a um the blitz
like if you want to give really specific where can i drop this
um shoot where's chat i lost it oh no um but yes I mean we've got like a feedback form and things on
on the discord if people want to leave specific um comments and things like that gets that's a
ticket that creates a ticket right to our development team that we can see and and uh go
through so um nice nice there you go there you go. Creating a direct route here.
Dems do something. Dems do something.
But yeah, I mean, so like the new map, right, that we did Thornwood ruins, like, we wanted to try and kind of the, obviously the first map was very much BAYC. And so this one we wanted to kind of look at
kind of the other side biomes or environments
and find ways to kind of tie those together.
So yeah, this one's Thornwood
and we've got another one in the works
that we should be announcing here pretty soon.
Can you tell us about, okay.
Ooh, that's the next thing? That's the next thing.
I don't want you to spill it.
You're not allowed to today.
What was the inspiration?
What made you, or if you could share, why Thornwood?
For those who have seen it, the Thornwood or I like so.
So, you know, for those who've seen it, the Thornwood map is super cool.
I really like it. There's a lot of levels, right?
There's very good level design.
You can kind of go up and down underneath and in between.
You know, it's it's very clever.
Which I think is a good thing to kind of keep the action high.
So so kudos to you'all really great level design um i love the sort of ruins the sort of like dark magic kind of fantasy
sort of a kind of uh angle to it with like the doom stick and maybe we can talk about that that
damn weapon because that thing is giving me trouble i'm getting i'm getting killed left and right but uh but talking for the art real quick like just for real dude that's all i hear from behind
and then i'm dead uh what what could you tell us about the decisions maybe for for the art and
maybe why that was kind of an interesting biome to go with at first um yeah i mean i think we
were kind of kicking around a bunch of ideas
internally there's a giant figma board of just a bunch of all the all the other deep biomes and
different types of asset packs and things we wanted to try and work with and build with and
different ways we can kind of kit bash assets together and so I think the, the, I'm trying to think here. So like, this is something that I've
been kicking around in my head and haven't even shared with like the command line team, but I'm
trying to figure out, is there a narrative that we can put together, right? It's like, I've been
kicking around to this idea that, you know, the command line worlds are combining, there's some sort of something that we that's happening where we've got the
um other other deed kind of environments getting bashed together with something else
um so is it is it a sci-fi world is it a is it a um kind of medieval castle is it a um you know
wild west yeah i don't know like what kind of fun environments can we mix and match with the other deed assets
that kind of make it unique and kind of fun.
So that's kind of something that I've been kicking around in the back of my head.
And so that's kind of the inspiration behind kind of combining Thornwood assets
and this kind of like medieval ruins um concept um so that's something that
we're we're gonna continue um in in new maps and new in new worlds so we're we're excited to kind
of mix and match things for sure yeah yeah i like that so that is definitely one thing that i've been
kind of like in the odk you're getting access to these environments these biomes uh but uh it's
the environments right and so you one thing people ask me is like well how would i go about building
with this you know like what do i do with these asset kits you know and it is it is a challenge
right because you have this environment you have the the the sort of organics right but now you
need the like hard surfaces and and you know the more inorganic stuff that sort of creates your
your city or your structures or your points of interest you know those things that you need to
go to you know as as a gamer right you need something uh there to kind of make sense of
this world and kind of fit into a theme.
And so it is kind of a challenge on the art side and the narrative side to say like, okay,
like the acid deed, right?
Acid deed is super cool, but what sort of structures would you have on that environment?
So when you look at the Thornwood one, you know, I think what you guys did is so spot on.
It's so good the ruins you know old castle
dark magic you know a little bit of like in like a light evil you know not like super dark
not like gothic or nothing but it's just sort of playful you know it feels like i'm in a kind of
like a playful yeah you know like doctor like like yeah you know comedic evil you know, like doctor, like, like, yeah, you know, comedic evil, you know, like, that's so bad, you know, but it allows you to have fun with it.
But, you know, you add in those, right, those kind of inorganic things that allow gamers to do their thing.
Right. So, so other than that, you'd have just the Thornwood forest.
Yeah, 100 100 you know yeah i mean
the yuga team has done a great job of providing like i would call them like you you called them
like the the um kind of organics i would yeah i would kind of say that there's definitely the
organic stuff as well as kind of like big set pieces um but for a lot of the small stuff right
i mean that stuff that you know you've you've got to bring yourself at the moment.
Luckily, it is Unreal Engine and there's a ton of content out there if you want to be smart about it too, because that's where the performance
and things, if you just go grab a bunch of asset kits and start slapping stuff in there, you're
going to very quickly run into something where even a 50-90 graphics card isn't going to be able
to run it when you've got a bunch of people in that world and long sight lines and things like
that. So that is kind of a strong suit of ours.
We cut our teeth with Epic Games.
The very first project we ever did with them
was when the iPad Pro launched, and they
wanted to figure out what could possibly
run on that thing from Unreal Engine.
So we built an AR application that you could stream in
or not stream in, but you'd virtually put a Harley-Davidson
motorcycle on the ground in front of you,
and you could kind of like explode it and stuff.
But just the very first thing we ever did was optimization
and like opening up the profiler in Unreal
and figuring out how do we get every single frame we possibly
can and what are the things that are hurting our draw calls
or our render speed, trying to make sure that things
So that's kind of something that we really pride ourselves on
is trying to make sure that it looks good, but it also runs
And we spend way too much time.
I mean, it's not too much, I guess,
but it's a lot of time on kind
of that qa uh testing side of things making sure that it's going to run really well on
the pixel streaming instances or on lower powered machines um so yeah yeah so yeah imagine you have
to do some good optimization there and and this this level was you know small you know it's compact but you know good good to
explore right the level design here is good and so with all the high action of shooting the damage
taking you know you got to kind of like uh you know give a little here take take a little bit
yeah this is not a you know as much of an exploration level, right? I mean, there's definitely, we hit a bunch of stuff in here,
not necessarily BAYC narrative stuff,
but we hit a bunch of fun little environment.
There's a little room that looks like it's like a necromancer.
Magic is happening there.
And then there's a little library over here.
So it's not just a duplicate map but there's there's a lot
that um kind of is little in-world narrative stuff that got that got in there and kind of the way
that we've got kind of built a castle and then just jammed thornwood stuff in it like that tree
in the middle that's blasting through the building definitely looks like it just arrived um and
they're dealing with it that didn't that didn't grow naturally and slowly something happened uh
it's like that's kind of interesting there you go y'all go take a look at that yeah that's cool
i love um you know it's one of the reasons why i'm an environment artist is because i just love
the storytelling you can create with just
simply putting something in the middle of something like I did this good here what does
this mean and then you put little details and debris around it and you have a story or some
something went down totally so yeah that's that's one thing I definitely appreciate about this new
map is there is good storytelling here you know there's something going
on and that leads up to the doomstick you know what i mean it the weapon makes sense for the
environment you know it's it feels right like you know especially the skull effects that come off
from it and and i noticed even without the doomstick if you kill someone you still have a bit of a ghost skull kind of rise up out of your body yeah uh what what can you say or tell us about the doom stick is there a little
narrative or lore behind it or how did that idea kind of come come to be yeah i mean i shout out to
um some of the developers on our team uh you know jordan specifically was like we definitely need a
team, Jordan specifically, was like, we definitely need something that fits this world.
Yeah, I mean, we're all fans.
But yeah, so we were kind of looking at this world that we were building and trying to
find something fun to fit in there.
And I mean, the map was done a little earlier than we planned to launch it.
I mean, the map was done a little earlier than we planned to launch it.
So we're like, let's have something fun.
And so we added that new weapon and the kill effects, you know, in the bathroom when you killed someone, there was like a little fart sound.
And then here we've got kind of that gong and the ghostly skull.
So I think that's something that we really like to do.
And like that'll continue as we
kind of expand and and add new worlds and new game modes we'll we'll continue to do those fun things
um i love that oh that's so good yeah you know again just even if it's like a simple thing that
someone makes a social thing hangout or whatever it's like having good
storytelling and and objects and assets that make sense to that environment just drives the whole
thing to another level you know it's a it's good design overall and you know even without heavy
mechanics i think you could create a fun environment just to sort of like hang out in, do a social thing, have bubbles, you know? Totally. And if it's all, you know, themed in a certain way, you know, it just makes sense.
And I think you just got to like the like, I don't know, a high percentage of why maybe
It's just because it feels good.
I mean, that's that's the the yeah we the feeling good is obviously
uh the goal right for sure yeah i love what you're talking about too with the environment design i
mean that that is my background as well um when doom and i started the company like he was on
the sales side and i was doing environment builds and like the technical work. And since then we've
hired people way smarter than us. So I don't do too much of it anymore. So again, my technical
skills are a little rusty. But yeah, my background is in environment design as well. So it's something
that is near my heart when we get to start talking about world layouts and camera angles
Yeah, no, I mean, that's good, though, man, because like you, this is good. That's a good
thing, because you know what it takes, right? And at a higher level, you can kind of oversee
the many things that it takes to be done. So I mean, respect to you, honestly, like it's,
you can kind of get an overview of things while understanding
the sort of like the the gritty side right the details of it totally totally yeah yeah so i i
know we're kind of reaching an hour here and stuff but i maybe wanted to see if like maybe
people from the community had some questions and if you'd be down to ask them and and if they uh
you know you can put up always say no i'm good at that all right you know matt matt i want to ask
a question real quick matt can you please make that handle those requests for us tonight 9 p.m
est the chaos trials chaos and thornwoods we're trying to get 10 people in that match, 20 kill limit.
You know what I'm saying?
We want pure pandemonium, pure chaos.
We want all these people in this island.
We want this to be the biggest chaos trials in Thornwood.
I mean, that's an easy variable for us to adjust is number of players.
So, yeah, we can adjust it up to uh 10 i mean
or 15 if we want to do that um it just depends how many how many uh let's go hey brother thank
you so much uh we're gonna have some fun tonight everybody be in the ape chain discord you know
where we are happy 9 p.m est it's bl's Blitz. Chaos Trials. Awesome.
Yo, real quick too. Zards,
get your ass up here. You're one of
that are in game. We got Wizards
Stick of Doom. Get your ass up
here, Zards. I don't care what you're doing. Get your
that y'all put the Stick of Doom in there because of the zards is that true because that's a rumor going
around oh i like it i like that rumor uh no i wouldn't say that that's necessarily true but it
definitely lines up nicely it's a it's a fun uh it's a fun uh thing yeah a couple of our devs
dove into the uh zards uh avatars and have been loving it. So they got early access as an avatar type in the game for sure.
But I did see also I've been getting various comments.
So we are adding avatars.
That's something that when we did the first launch of relaunch of Blitz, right?
Through that time, kind of when we were in the offline,
all these avatars have been added to other side
again if you guys are developers and looking at the the avatars right there they're based on the same rig as the
Voyagers but that also means that they're like physics body that the drives collisions and stuff is also tied to Voyager scale
The body that drives collisions and stuff is also tied to Voyager scale, which isn't necessarily great for hitboxes in games, and that's what we drive the hitboxes on.
So for the Zards or for other characters, it's like I'm totally getting a headshot, but it's like the grapefruit of the Voyager head is really the only thing that can take damage.
So we have been gathering in that kind of feedback form. We've got like a form where
you can enter your, oh come on, an avatar collection that you want us to add and we're
kind of doing those in batches. So there's another set, Mike, we've done like 10 more
that are going to get added here soon.
We're just working with the Yuga team on getting those added.
And we'll post in Discord and on X as soon as those are live.
So if you want to get your avatars added,
reach out on the Discord or I can get you
that link to the landing page where you can add your request in, and then we'll review them. For the most part, they've all been relatively
straightforward to add. There's a couple that are a little funky. When we did the pregame,
or the very first version, I know Dino Ponds was running around with an avatar that was so small,
it was under the ground. So the gun was under the ground based on the rig and then when he would shoot the bullets would hit the ground so it didn't work um
so yeah like there's matt we need to get rocco rochetti in there okay rocco running around
an ar assault rifle is gonna be crazy that thing is like as big as my toe my ape toe there's no
yeah we got thumbs down yeah yo question from uh jv i see your hand up brother how you doing jv uh
come on up hey guys no uh gmgm uh thanks for organizing this uh we were just in the game
today and and had a lot of fun.
I definitely echo what Mac was saying.
If you guys can crank that up.
I know we have a big event tomorrow at noon as well.
So we'd love, if you could crank that,
the amount of people in the lobbies would be super cool.
in terms of the other game modes coming out,
I've heard rumors that maybe there's like a battle royale you guys are thinking about and just would love to to know kind of like if if you know if you
can't say about that like what are you guys thinking about like where are you guys getting
your what are you guys looking for in terms of like how you're gonna you know put together new
game modes like what like you know what um games are you maybe inspired by maybe if that
you can go into that without spreading you know without uh leaking too much alpha and then the
last question will be in the next wave of the projects you guys are integrating could mars
cats voyage be one of those one of those tens just please please please please yeah let me get
you that link and we can review it for sure.
Oh, we've already submitted.
JB came up here with one to change.
If you've already submitted, that's great.
If you've already submitted, that's great.
And it probably is getting at it.
But again, that's not, I don't have a list in front of me so i can't tell you for sure one way or the other um but yeah going back to your
question around like um the game modes and like what we're thinking so the i mean obviously there's
a set list of shooter game modes that makes sense right um so obviously those are all on the table
but one of the things that we got kind of feedback from,
and again, looking at kind of the player base of other side,
not just, you know, who are people that like third-person shooters.
So we want to look at game modes that can better support
that whole wide range of players.
So expect to see something that maybe doesn't require you to be the best
shooter possible to still help your team win. It's like those are the kinds of things that
we're looking at where it's fun for everybody.
Even if you're not going 50 and 50 kills.
Could that be a class system? so different types of classes like medic mechanic
oh that's an interesting idea i like that uh no it's not something we had originally thought of
but i like that concept um that's definitely something we've done a bunch with in the fortnite
space um and building games with those different kind of class systems so that's that's an interesting
idea for sure we need the stick of bloom there you go and it heals yes we need the healing weapon i like that
idea too that's a good idea green writing i'm writing things down furiously over here
yo uh let's go over to zards my man zards yo uh you got a question come on up
hey can you can you hear me okay yeah you sound amazing perfect perfect
perfect well i heard i heard my name mentioned so you summoned me i came up but i just also wanted
to say very quickly i think you guys have done an awesome job with the game i was playing it um
i was playing thornwood today um i think about a week ago i was playing i was playing something
on there as well and there was an amazing effect that I saw where,
because I was playing with the Zard,
and I got killed, of course, you know, being me.
And my staff, like, exploded onto the floor.
And then there was these little sort of square calling cards
And I was like, oh, how did they do that?
And I realized it was the Zard's feet.
Like, the Zard's feet exploded in the game as as well and I don't know if it was an accident but I actually thought it looked
really cool it was just a nice little effect that you actually blow up the player in a weird way
so yeah that's great it was it was a lot of fun and I'm loving the massive lobby as well now like
just before the game it's like you get a game before the game. So yeah, no, I mean, again,
we're just seeing another evolution here in sort of little sidestep to the other side.
And I think it's fantastic that you guys are coming out and creating this
content. So just, just want to say thank you, Matt.
And I think you think you and your team have done an awesome job.
Awesome. Thank you. I'll, I'll, I'll report back to the team, but yeah,
that's, that's great to hear. And yes,
what you were seeing there is a a bug that
we're not patching where um the when you die the the it shifts back to the voyager rig um and
expects you to be voyager sized so if you're not voyager sized all kinds of funky stuff happens but
we thought the ragdoll was just so freaking hilarious uh love it we fixed it and we're like
well this looks worse so let's unfix it and yeah that's the best way sometimes i'm fixing things
is the is the solution i like it suddenly went very realistic like when you fall down and just
kind of collapse well this sucks so let's undo it and it's way more fun when the arms all explode
and everything freaks out it's kind of hilarious so
we have it there if it makes sense for for future game modes or maps or things we could turn that on and have realistic you know physics when you when you uh are killed but it seems to be more fun uh
for a bit of insanity that happens
but we didn't get a chance
I'm just enjoying the conversations
great just diving into the back end
yeah we've been playing a lot so yeah I love it I really love it my my question
would be if I had one which I do which is this what can we expect in terms of
like I guess more kind of anti-cheat stuff and that because there is a few
times we jump in and you're just getting like headshot by a pistol I guess more kind of anti-cheat stuff and that. Because there's a few times
where you jump in and you're just getting like headshot
I'm just hoping that there's an answer to this.
Look, I'm just going to say there ain't that many
great shooters, okay? and there's no way that
there's a few people that are playing this game
totally and like that's something that I mean
and like that's something that we're
trying to figure out the best solution for
and I mean that's something
we got to work kind of closely with
the Yuga team on because again
that's kind of more platform level
that we can just turn on.
But, yeah, I mean, open to ideas on that
and ways that we can kind of make it more fair.
So, obviously, cheating is no fun.
We've heard a few call-outs, but, yeah, we'll take it seriously.
If we can catch it, if you've got video
of it posted on the Discord,
ban players. We can ban for
as part of the community system we've been building.
I'll give you a list of names right now.
It's a lie. It's a fake news.
We'll just throw Honey B in the match
and he won't count as a player.
And every time someone does something,
just like in the other games,
Honestly, the way Honey B can shave someone
is enough to drive you away
and make sure you don't do that again man honestly we yeah we need a there's a doomstick
can we get a stick of shame as well you know there you go target someone let them know let
it be known takes a village it takes a village you gotta you gotta bring that shame a glue a glue stick there yeah it'd be funny every time he dies like only he hears like some thai music playing in the background
yeah well include some like just just an audio loop of just shame shame shame over and over again
oh my god uh sorry i see you have your hand up again but i'm not sure
maybe that's a bug on my end maybe it's a glitch it's a glitch i'm afraid sorry
okay you're good man i can tell the team how well they've done again but um
no i'm good i'm good i didn't want you to get your hand tired you know having it up like that
you know but you're good you're good
no it's cool let's see uh any other questions i saw we have chespy up here too fam uh you there chespy you have some thoughts some opinions uh we got the devs here bro we got the devs here
yeah what's up tropical crypto ng everybody here man no happy to be seeing all these activations getting together you know uh the
community also responding very uh positive to this uh lucky to be one of um as soon as they
went live i went to play over there a little sad the aliens weren't there yet but i mean uh hopefully i can get the link so we can apply as
well uh we're very patient uh i respect the the protocols and all of that you know and uh yes it
is pretty exciting i love shooting games you know i believe this is our uh third shooting game in
ape chain if i'm not wrong uh but this is uh they're pretty nice i love it it's just one click
away when you enter the other side so i think we'll have a very positive response from the
community i love it i was playing getting killed by um uh i don't know i think was based i don't
want to say you know it's monkey urine most likely. Yeah, bro. Yeah. You know,
the monkey urine, it was pretty effective with me and I get killed really, really fast.
Man, I try not to breathe when I, you know, by mistake, I jump into the urine pools right there. But man, you know, it was hard not to open your mouth.
But man, yeah, we get killed really, really fast.
Now with the new activation, I hope I can play again.
You sound like you drank some.
I drank a lot of monkey pee.
I thought I'm going to describe the flavor for you guys.
I don't know if you ever have taste
mountain dew so it tastes identical the same you know uh but if you know you know right but
yeah don't be afraid don't be afraid of of trying new stuff right don't be afraid don't be afraid
right don't be afraid don't be afraid but yes dude yeah dude but now with the new activation
the new map um also uh the new calendar that we have with ape chain is gonna make it a little bit
easier uh to play it's hard for me for my job and at the same time as as you guys know, I'm the only person building behind aliens.
I have a few help from the community.
Big shout out to KP, to Primates, Japper, and, you know, CantoTech, our artists as well.
And, man, they were helping out a lot.
That's why we were able to put all the aliens together, you know, literally by, I want to say, by a free mate, because we were one ape. And now all aliens are alive, you know literally by i want to say by a free main because we were one ape and
now all aliens are live you know also big shout out to the chain team you know they always are
uh are always there highlighting everyone you know and yeah that's pretty much it man i met
and with bondoom and all the team on Command Line, man.
This is the only after...
Modern Warfare, I quit then, no more games.
But then I came back with Web3 and the shooting games
that are here, they're pretty dope
so i just wanna i wanna activate my community as well i'm gonna start streaming a little bit more
as well jv does an amazing job i think we also have a specter dino pause and few other people
from the community and i think i encourage and I've encouraged everyone since day one of ApeChain
NFTs that we should start learning how to stream. And I'm happy that a team of streamers
are being built up here in the chain that is going to help us out with exposure for every
product and every NFT project that we have here. i just want to congratulate congratulations guys probably you
overwhelmed with all of it but uh from a modern warfare og player bro i want to tell you that
i know we're in early stages right now but the the game was pretty fun bro even if i die
every every second by dynopause and spectre and all those that
play so good in there that's awesome thanks thank you yeah but i appreciate that that's great great
to hear let's let's go thank you thank you chespe um you just wanted to respect the time of our
hosts today i know they have to leave in just a moment. So we
will give them an exit here so
they can kind of go on about their day
the amazing things they do over at Command Line.
the community is having a great time.
Thanks so much for speaking
with us. I don't know, maybe
hope this was interesting for you maybe we spoke on some more technical stuff i know we kept it
kind of high level but um yeah if you enjoyed your time here oh can we ask one more question
put it in the chat put it in the chat what the horses the horses the horses i don't know about
the horses i don't know, more on that coming soon.
We'll let you know what's going on with those guys soon.
But yeah, hey, we can come back for another interview
if you'd like to maybe dive in a little more
If you enjoyed your time here,
we surely appreciated having you here
with us and answering these questions uh so yeah however you would like to go about it uh maybe
through a spaces or a discord hangout with some like video or images we could do the jumbotron
here as well um but yeah it'd be fun awesome yeah but thanks thanks again for having me and it was
great to talk with everybody and yeah jump into blitz we're we're always online playing so um always great to see people in there
so awesome cool cool we'll be we'll be hanging here for just a few more minutes uh i'll i'll
talk about this link that uh matt sent me uh but yeah but yeah i'll let them i'll fill them in
about it and i just shared in the chat right now. But yeah, thanks again, man. Appreciate you so much again on the last minute to meet up.
So yeah, let's keep chatting
and maybe we could do this again soon.
Awesome. Thanks everybody.
So I just want to point out in the chat here for,
I had a post here that I just went live for today's render pool show.
I put down there a link for the blitz.commandline.gg site.
It is linked to the avatars.
So if you're looking to find more information about how they set up avatars
for the blitz games, you can find that link down in the chat so definitely
take a look for those wanting to learn more there's a list of avatars there that are ready to
go so obviously we have the board apes we have the mutant apes we have codas me bits lunar beast
zards and of course the voyagers are ready to go but if you want to learn more if you can't find
the link let me know uh let me see uh are y'all seeing that link there does does everybody uh
get a chance to look at it or see it posted um get at me if you haven't found it yet and i could
dm it to you or something uh but definitely take a look at that if you're interested to learn a little bit more. But we're at about an hour now officially over.
But thanks so much, guys, for hanging out.
An hour we can only get so much in, I think.
So Matt seemed pretty enthused about doing this again.
And if we can just kind of keep this series going for Renderpool to like dive in more in technical stuff, you know,
so that the builders can understand, you know,
if we can provide that here, you know,
with the level of understanding from the certain community members
that we have here that are working in ODK and Unreal.
You know, it's always good to have spaces to celebrate them.
But if we can provide a space for them to kind of dig into the weeds
so that you can learn how to, know eventually build stuff like this yourself or even just be
inspired right that's kind of that's kind of the the idea here and the strong point behind that
especially for render pool uh it's process right i always talk about process and uh sharing it so
that you can be inspired and hopefully go on and do something like this for yourself um but mac i see you got your hand up you gotta yeah guys just want to remind you tonight chaos
in thornwood we got the match amount levels up you know what i'm saying um more kills more folks
per session lots of fun maybe an activity or two in the actual lobby as well come one come all i haven't we
haven't even talked about prizes we don't even know what we're giving away but ape chain is there
that's all i gotta say you know what i'm saying like who knows what is happening tonight but you
need to show up for chaos in thornwood tonight more people for a match more kills let's fucking
go thank you so much oh i love to hear that love to hear that
oh well so yeah don't miss out please please go to the event with macaveli super super important
and hey you even heard it here he asked the dev for a little favor so if you're curious to see
that go down go check it out man oh i got the confirmation i got the confirmation in
the dms we are having more tonight.
JB too, you know, wanted that as well.
So I'm glad we could, you know, make something like that happen here in the render pool.
But that's how it goes, man.
We got the knowledge here.
The people here are planning stuff,
so they know how to ask the right questions
to make this more fun for you,
There is a badge for today.
So if you're looking to claim a badge,
I got a badge up on the OP site.
today is thornpool. So thorn, T-H-O-R-N and P-O-O-L, thornpool. You don't want to jump into that pool,
but it was something I made up last second because it just kind of made sense for the
thornwood map. So please go claim the badge op.xyz forward slash claim uh and claim it with the code
thornpool again that's t-h-o-r-n-p-o-o-l thornpool go get it go get it uh let's see let's see uh
spend yo yo i see your hand up yo what's going on king thank you for hosting such a great chat
uh super informative matt's a fucking legend legend. I love also bringing back up the avatar point for people to submit. Make sure you are aping into that pinned post above.
Thorn pool for the render pool event on the other side calendar today
So if you guys I see there's a couple folks RSVP'd already
It's a big shout out to you if you have
But now you can use that same thorn pool code to become a verified RSVP on the other side calendar site
So if you haven't do done so yet go ahead and if you are in the bathroom blitz lobby
There's a couple games going around.
You know, we are shooting around here.
There's a couple people in queue right now, 10 folks playing.
So, you know, if you are bored for the next coming hours up until our Chaos Trials event,
you can come on in and have fun shooting us in the shed.
But, you know, big props to you, Tropical.
Shout out to Angie and everyone up here on the space as well.
And if you aren't tapped into the render pool, you're tapped out.
Yo, that's crazy, Spank, because I was literally doing, you should have never, you should have never gave me admin privileges on the calendar.
Because as soon as he said the code I did the same thing like we
literally must have had done it at the same exact time that's why there was two people that claimed
it I heard spend when he said it he was like he was like he didn't say there was confusion but he
was like oh there was already some people that claimed it I was the other person that claimed it
because I was about yeah anyway there was another event also I wanted big shout out to Spank putting this
the week of events looks like a fucking
month like I'm just looking at this week
of events and you literally have
to scroll down for everything that happened yes
you don't have to scroll down actually that's just my
screen there's so many things that are
happening this week and there was another thing that just
popped up it didn't just pop up but it
just popped up on the calendar for welcome welcome Wednesday wednesdays i see laws down in the audience
so they must have had submitted that and it's live you guys can go rsvp for that along with game time
with jb tomorrow morning and depending where you're at and flingers game time game night as well. Just a... I don't know. Seven.
Yeah, so shout out to you guys.
Bananas. Yeah. crazy madness yeah so shout out to you guys bananas yeah yo thank you lost thank you spin uh you know super appreciate y'all support for this and and
coming through it means so so much um yeah this was definitely perfect for for render pull um it
was you know again just shining you know if we could shine
light in a unique way to to you know uh blitz you know command line the new thornwood map
uh you know in all aspects in all ways you know for me this was so much fun uh and a kind of
perfect way to kind of keep the variety up and uh keep it interesting for for everyone you know
what i mean for the gamers for the builders the devs
um you know just kind of getting that general excitement up you know hearing matt talk about
the background you know like the lore the narrative i think just kind of makes your
gameplay time even more fun you know knowing all those things i know it does for me right so like
i focus so much on the artwork and the environment that now kind of hearing the way they kind of went
about it was just very meaningful to kind of hearing the way they kind of went about it
was just very meaningful to kind of like just you know really get the whole picture and so to hear
how passionate he is about environment design as well uh it just kind of puts the cherry on top to
like making this whole thing just very meaningful and uh you know insightful for for everybody so
insightful for everybody. So yeah, thanks again to Ape Co, Ape Chain. Y'all are the best, man.
Much love. So much love. You know, feeling the love throughout the whole space with that insane
calendar. I mean, come on. That's crazy. There's so much going on. And to see it listed like that,
it is. Yeah, it feels like a month, man. It feels like the rest of the year is booked, bro.
it feels like a month man feels like the rest of the year is booked bro we busy uh it's good right
it's good to see it laid out like that because it's getting to that point now right where you're
like man you know what's happening today i missed this oh damn shit so like you know you got to keep
up with it so it's really nice to have a single place to kind of go to and uh you know especially
an official channel you know and kind of see it all make sense like
that um for especially for a klutz like me you know i kind of i'll stumble around and forget
something's going on because i got my head down on something else either that or angie will beat
me over the head and tell me hey wake up there's something happening over here uh but uh yeah man
let's see any final thoughts thoughts from our guests up here?
Chaos in Thornwood again.
Chaos in Thornwood again.
The matches have been upped.
I heard there's now three doomsticks in every match
I can't believe it, I don't know
Just come through, just come through
You know what I'm saying?
And I think I heard Ape Chain giving out
You have to show up to find out
Yo No way there's three doomsticks In one, man you have to show up to find out yo
no way there's three doomsticks
in one man no one survives this
three of us had doomsticks in the matches
and we were kicking ass and it was
fun I got the most kills I've ever gotten
during the chimpers session
And not because I was playing with shitty people.
It's because we were all shitty.
Shitty players with the most dangerous weapon available.
Please, please, please attend Max event tonight. You'll be in for some surprises, it, yeah. You heard it here. Please, please, please attend Mac's event tonight.
You'll be in for some surprises, it sounds like.
I'm sure most of y'all are already.
But if you're not, do not miss out.
We did have three doomsticks in the match
so they're definitely doing some
stuff so if you want some
excitement you want to feel that
you want to feel that doomstick kind of aura
you definitely need to tap in guys
JP just might stick you down
He came out of left field on that one.
It's Thornwood after all, baby.
They come for the second down.
There's twists and turns at every corner, it seems, here.
Let's move on.ifa Haifa how you feeling bad how you feeling feeling good feeling great I'm not gonna lie I was pretty distracted up until you mentioned
my name right now so snap back to reality here and everyone's's laughing i'm assuming you're laughing i'll stick you down
too brother i'll stick you down don't worry no no you're always cooking bro i respect you man no
you're you're pressing your presence is uh uh means a lot always good to have you here uh you
know you're you got good questions too and insights so no man that's that's great man thank you thank
you thank you just wanted to get a goodbye from you and uh check in see if you had anything to share flingers events or uh any
anything to we should be looking out for well uh first thanks for the super cool conversation
uh it's always i mean i think this is only one of the handful of spaces you've done but it was
really it was really good.
You really know how to kind of keep the interest and combo going.
Yeah, it was really cool.
Flingers, game night tomorrow, 3 p.m. EST.
Yep, we'll be doing some stuff there. I'm just kind of sussing out for Friday
because there's stuff happening on friday but
wait for wait for a little post because i'm i'm sussing out what to do yeah so uh but yeah gg
everyone really appreciate you for for showing up this is really fun um yeah excited for the next one
let's go and stay keep your eyes on the timeline all right all right we got our eyes peeled for for flingers
yeah they got something coming so keep following keep following very cool man thank you hyph
appreciate you uh let's see uh zards any last words anything going on in zards world we saw the
the pixelsaurus uh uh project come to life with some avatars uh can you tell us a little bit about that
yeah um again hypha is he's done the holy uh trilogy of uh sort of uh zod's pixelsaurus
own project so uh he's actually been designing that for us so that's actually going to be
hopefully in the other side in the next sort of week or two um but yeah no we were
testing that out today and he's done again an awesome job i always say this but you know you
have your idea of how you want an avatar to look and somehow hypha kind of takes it to that next
level and makes it even better than you imagined it to be so no he's done an awesome job with that
so that that that's uh there's we're initially going to launch them with five different sort of
color schemes um and they've got little logos on their feet and things like that. But yeah, just absolutely
over the moon with the finished product. So yeah, super excited for that. As far as Zards go,
we've just released the wardrobe on our website. So you can actually sort of see your Zards in 2D and 3D.
You can download the 3D file,
and then you can also sort of check out different poses as well.
So we've included, I think, three different poses on there.
So, yeah, lots of stuff happening.
And then obviously we've got the Hoodlums Mint going on over on โ well, we brought it over from Monad to Ape Chain,
so that's kind of our third and final project.
And that's minting right now.
I think we're about to hit 2,000 mints or close to.
And we have an avatar for that in the other side as well at the moment.
And I just want to say a big thanks to everyone that supported us so far
because it genuinely means the world to us.
It means that we can keep creating awesome stuff
keep creating awesome stuff and work with awesome people like HIFO as well.
and work with awesome people like Haifa as well.
Yeah, HIFO's killing it on the Avatar game.
Super, super dope to hear that he's working on it.
It's definitely a next level thing when you kind of see the community coming together
for each other, helping each other.
Devs, artists, founders, you know, all kind kind of tapping in feeling like they're on the same page and uh
you know just helping each other rise up you know it uh we'll build each other up and you know each
one is kind of like leveling up the game for each other and you know we're really kind of filling in
you know the the spots where we're missing something or you know or we just need to learn a little bit more and once we learn we can
take off you know uh so you know teaching each other to fish and helping each other to get ready
to fish i guess it's sort of the analogy there but it's a good thing it's a beautiful thing uh
so very very cool please uh you know give a look to Zard's and the Pixelsaurus project with their new avatars and other side.
I guess a bit of history.
They were an ETH collection.
And so it's I remember the artwork.
It was very cool, very fun.
And so it's really nice to kind of see them coming back, you know, to to the other side.
It's like a nice kind of revival almost with this sort of 3D version.
So shout out to you, Zard's team and everyone and Haifa for bringing that to life
and giving us some more sweet avatars to jump into the world as, you know.
Got to collect them all, you know.
I need to have all these different uh
skins just to kind of have fun with and we love it we're missing a good little dino you know a
little pixel dino collection so that was that's a cool aesthetic and i think taps into zards really
well too thanks man and i was going to say as well i mean this i was actually astonished to find this
out but this is to my knowledge the the first dinosaur collection, let alone pixel dinosaur, first dinosaur collection in the other side.
So I'm absolutely honored that we get the pixel saurs in there and we can have them running around.
And I think the other thing as well, just to sort of highlight on this was, and Haifa maybe can talk a bit more about this, but getting the actual movement right,
because it uses, as I understand,
a sort of humanoid skeleton sort of frame,
to be able to get it to sort of move like a dinosaur
is actually quite difficult.
And he, again, he just knocked it out of the park.
And there's this funny little thing,
whenever it runs, you see the little tail wiggling as well,
So whenever I look at like Jurassic World, for example, and you see the little mini wiggling as well, just like it does. So whenever I look at like Jurassic World, for example,
and you see the little mini raptor blue running,
And yeah, it just put a big smile on my face when I saw that this morning.
And you showed a nice clip of it grinding on a rail.
Oh, and the twerk. The twerk is to die for.
I mean, if you see him twerk, it's just...
It's probably one of my favorite twerks I've seen from all of the avatars so far.
Just because it's got real sort of action.
It's like right up there in your business.
It's so good. I love that.
Let's see. Mac, did you raise your hand yeah yeah yeah reminder tonight chaos and i'm just kidding oh you already heard that enough but listen yo lo put a history lesson lo did it put
a history lesson in your post with the apes uh versus mutants thing whenever i asked about it and she also put the link down to
the game from whenever the mutant apes were released so if you guys want to go play that game
it still exists in the browser and you can actually play it um for the mutant apes the game that was
released when the mutant apes were released and i just wanted to share that with everybody because
that's a nice little history lesson from the club and uh her sharing that link and stuff like that with us i just thought it was
pretty dope i don't know if you want to pin that to the top or something tropical but i just wanted
everybody to know about it because that still exists in our history of the club and like to
be able to play that even as a new mutant holder or whatever i just think that that's super super dope
oh okay I see your comments
the Lowe's post and I'll share it
up here so maybe we can kind of
here I can do it for you give me a second
you brother I got you I just wanted to share that with everybody
because we got a whole bunch of new mutant holders and stuff like that
some people may have never even heard
or even knew that game existed and stuff like that so
it's just dope to be able to have access
to it and for people to check it out and stuff it's a great part of the history of the club
yeah 100 100 so uh this is this is in reference to a silly post i made i've been doing this series
of posts lately maybe you've been seeing it uh but uh i do these sort of uh images where it's
like an old school retro device uh but it has some sort of like Bored Ape game sort of, you know, as a joke, it's sort of fake placed into the screen.
And so the first one I did was a PSP.
So if y'all are of age, y'all are into Y2K aesthetics and sort of like that kind of like games and memorabilia and
stuff uh you know I put a PSP with an image edit onto it of the other side it was my mutant ape
standing in front of the clubhouse and I edited it using AI on that one to kind of make it look
like I'm playing it on my PSP but it wasn't it was a fake post but it did some numbers it was
pretty good so I did a game boy
color post you know the atomic purple clear purple case game boy color and embedded into
class yeah i know i know it's such a good one um embedded into was an old game uh that was uh
it's called the mutant ape and it was curtis fighting this sort of like you go through this
like level through the sores there's
like green sludge and slime coming out of pipes and stuff and um you're curtis and you're fighting
this like giant like you know donkey kong ass looking uh gorilla um you know that is kind of
mutated and stuff so it's the mutant ape and uh so i took it i tried doing with ai but for some reason it
was just bugging out on me so i said screw it i threw it into photoshop and i just handmade it
instead so uh that posted pretty good too it was really funny just having fun with it you know what
i mean i've been having a lot of fun looking back at old retro games lately um and sort of just uh
kind of poking at it with this sort of other side lens you
know and you know ape culture and stuff just to kind of you know get people thinking have some fun
um and uh i thought this was a nice setup and i didn't uh fully understand all the details at the
time and low caught it and shared some insight and uh yeah there was a link provided to like the
og game and stuff um but uh yeah it was cool to see low belly low belly for those who are like
who's low if you don't know who low belly is or low is as we're short uh is this sort of like
creative lead for the board api club and yuga labs so like a lot of cool designs you'll see
i think maybe even some like decisions like
the website artwork and like poster design and stuff you know uh you know they got a team of
artists and stuff of course but she's a sort of creative lead and kind of brain behind like a lot
of aesthetics and stuff behind the board apes and yuga labs so uh a legend absolute legend been here for a long time uh here's another tidbit if you go into the swamp
and uh you go to the clubhouse behind the clubhouse there's a series of buildings
and i've talked about this before but there's a cluster of these small swamp houses there's
a building there called low belly school for mischievous apes and that is in reference to
low belly low belly had some
really cool artwork uh that i was inspired by and when i worked on the the sandbox miami 2035
experience uh a few years back that was like the first metaverse world from the board apes and i
had the privilege of being the creative lead on that team uh to it up. I created this sign and this schoolhouse for Lowbelly. And she
created some artwork one time of this schoolhouse on a hill with like a purple sky, pink sky with
like clouds. And so I took her artwork and I turned it into a real place. It was a schoolhouse,
you know, very like kind of playful looking. And so we turned it into a real location and called it Lowbelly School for Mischievous Apes.
What was this voxel version, right?
So someone on the Yuga team or other side team
decided to turn it into a real asset in Other Side.
And so they took the voxel version
and made it into a full-on 3D asset,
and placed it on one of the little swamp houses back
there and boom magically you have this reference to the sandbox og world uh the artwork that we'd
created for the for the for the logo for the schoolhouse you know for low belly uh so it's
quite a treat to to you know have that in there uh good reference to the og sandbox world and just a cool reference to low belly
herself so very very cool so give her a look she has a uh you know just a legend all throughout
so if you enjoyed any artwork and design and stuff from the board apes uh she's probably had a hand
in it so very very cool uh all right let's see who else we had it chespy you got you got a goodbye for us chespy
you still there it was the last person maybe they stepped away all good all good
yes go make sure you meet aliens on ape and come to the other side to play chaos trials tonight with Mac and really
Chespy, oh, that's perfect man. Thank you so much, you know, thanks for supporting Mac your huge Mac and belly supporters So, you know, we appreciate you Chesapeake. You know, it goes a long way man. Love to the community always
Got I got pulled into a call that is would be very exciting to you guys at some time in the future
But I heard the chaos trials for the 17th time. So I just wanted to interject real quick
Definitely come to the chaos trials law law of the saw
Law of the saw host of welcome apes on Wednesday, which is now on the other side event calendar check telegram
event calendar. Check Telegram.
Thank you for this interlude
Thank you for this interlude.
make sure you're tonight at 9pm
That's what I was going to say.
Oh, that might be happening tonight.
Yeah, that's right happening tonight If you're not busy, you know Yeah, I think
Yeah, that's right, who hosts that?
Actually, that is Dinah Ponds
Who will be out tonight, I'll be replacing Smudgy
Machiavelli will be hosting that tonight
Along with Lost and Spin.
And, of course, Tropical will be joining us on stage.
Tropical, let's just let him into the world tonight.
Like, I don't care what the rest of the team says.
Let's just launch this motherfucker.
Let's publish this son of a bitch.
And let's just let everybody into the world tonight.
I'm down for it. Like, I will go against the grain for everybody brother you're
gonna you're gonna wake up honeybee all the way on the other side of the world with that news
yeah for real dude we we're ready for it we're ready we need it we need it yeah
more on that soon more on that's very soon uh but anyways yo thanks so much everybody we we will
let you go here we've been here for about almost two hours so uh we'll let y'all breathe get up
stretch your legs go play go stretch your legs in blitz thornwood uh so go do that go play some games uh you know go check your skills with the doomstick
see how well you can fare and get ready for the chaos shroud oh lost ngb check check your dms
lost ngb check your twitter dms i made a group oh oh it's getting serious folks it's getting serious
chaos trials tonight so the render pool here was hosted was hosted in you know brought to you by the chaos
Shout out to that team for getting us all you know up and running. Thank you
I think the chaos trials kind of host a co ape chain as well. So shout out to chaos
Yeah, the actual actual other side is presented to you by the Chaos Trials now going forward.
Just please show up tonight.
The ball is coming from inside the house.
All right, I'll let y'all go.
Garg is sitting right next to me right now.
Working on Chaos Trials with MacAvelli.
All right, I'm going to keep y'all here forever. here forever my fault my fault but i hope this was
insightful i hope y'all learned something today uh you know we didn't get too technical we just
kind of stayed uh just a bit on details of about game development you know about thornwood update
uh just you know the things that happen when developing you know the the kind of silly things
you know you heard him talk about jumping in the acid pool and getting twice the damage if someone
else jumps in it's really interesting odk is such new tech that here we have a pretty experienced
team that is jumping in learning new things while they're developing so if you thought odk was a bit
difficult to work with uh you know it
could be a little bit but it depends what you're building right they're building a shooter game
that's that's huge right that's not just a walk in the park right it's it there's more to that
there's a lot more to it but they are leading the way honestly in my opinion uh which is why i was
excited to have them up here for a chat, because if
we can hear how their experience is and learn how dedicated they are, you know, they've
been working on Blitz for a little while now and now they got another map out.
They're talking about more maps coming out.
They got new weapons, updates, you know, to the game itself.
It's very, very interesting and exciting.
So I hope here with this Render render pool show it could kind of leave you
a little you know impressed and and interested and kind of all over again right to hear these
developers who are so bullish that they're hanging out and building stuff and making it actually
happen and they're giving us environments that are you know super key to our world you know that
thorn would buy them you know I'm saying? You know,
we had the bathroom before that. There's a lot of interesting stuff going down. So it's good.
It's a good time right now for developers who are head down cooking, building stuff,
you know, and I'm going to try my best to bring that to you with the render pool.
Keep bringing you insight, keep bringing you knowledge and keep bringing you interesting conversations that will inspire you and inform you you know so you can
dig in so if you ever have any questions about stuff like that game development odk unreal engine
head over to the render pool discord uh you can go to the render pool.com so that's the render pool.com
and uh you can uh you know find the the hotel project there. You can find links to the Discord, but you can also follow at therenderpool as well. And yeah, get involved. Get at us. If you want to learn more about game development, you can hang out with other devs in the discord there and learn a little bit or just watch people
do their thing you know we don't mind we we want everyone gamers you know players devs programmers
artists 3d artists character artists you know whatever we we want to bring all gamers involved
into this project with the render pool uh to grow the other side game dev community
and just to kind of keep our side
and our community here building
and doing interesting things.
Because when it comes from us,
when it comes from our circle,
I think we're a little bit more interested and intrigued.
Of course, we could have outside developers come in,
but hey, we don't have to build the next
It could be a simple social environment.
It could be an exploration game.
We know Jay will be all over that.
If you have a good exploration game, he'll tell you if it's good or not.
He'll take a look at your environment and tell you if you're keeping up.
But, you know, we have, you know, we could build something for everyone here.
You know what I mean? know we have you know we could build something for everyone here so uh it's important you know
what i mean it's uh it's if it comes from our circle i think it's that much more meaningful
so you know little by little we can teach each other and keep each other informed and excited
is the most important thing so uh all right and don't forget about the chaos trials tonight at
9 p.m est in the a-peChain Discord and other side.xyz
Brought to you by Chaos Trials.
other games this weekend. Flinger's
Lots happening. Go know, lots happening.
Go check out the calendar, the other side calendar,
to follow along with all the events.
But yeah, we'll see you next week for the render poll
at every Tuesday, 2 p.m. Eastern Standard Time.
Not sure what we'll do, but this was kind of last minute,
and it worked out pretty damn good, so maybe we'll do it again.
I don't know. I don't know.
You got to come by. Get locked in in go to the discord hang out all right everybody y'all have an amazing
one i'm gonna end this space now vaya con dios be good have fun play some blitz please and go to
chaos trials peace Thank you.