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Part 18: GUI for quests and leaderboards
In our previous article, we looked at swaps, token stakes, and governance mechanisms. Building on that foundation, in this article we will also explore leaderboard functionality and delve into quests in the context of the game ecosystem. Leaderboards A leaderboard is...
Part 17: Quest systems in game
In this article, we will add a quest system that will allow us to engage more with the players in our games. Let's add the necessary tables struct quest { std::string type; float required_amount; float current_amount; }; struct [[eosio::table]] quests_j { name...
Part 16: Leaderboards in games
In this article, we will analyze the creation of leaderboards and consider the implementation of a leaderboard for user resources and their overall mining rate. New tables struct [[eosio::table]] lboard_j { name account; uint64_t points; uint64_t primary_key()...
Part 15: GUI for swaps, staking and governance
In addition to the previous articles integrating it into a ReactJS interface, and reading data from a WAX smart contract table, we will also dive deeper into swaps. We will look at the use of WAX tokens or NFTs in games and how user/player governance works. Token...
Part 14: Governance in games
In this article, we will develop a voting system that will allow users to provide developers with suggestions or change the value of game changes. Creating configs table struct [[eosio::table]] mconfig_j { std::string variable_name; std::string variable_type;...
Part 13: Token Staking and Voting in games
To delve into token staking and its role in governance, we begin by setting up a new table to manage the staking process. This table will track the staked tokens and their corresponding voting rights, crucial for enabling players to participate in key decision-making...
Part 12: Token and resource swaps
In this article, we're building on previous discussions about upgrading items by introducing a method to exchange resources for tokens. We'll add a new table to track resources, where each entry includes a `key_id` (numerical ID for the resource), `resource_name`, and...
Part 11: UI for Blends, upgrades and avatars
Building on our ReactJS and WAX smart contract interaction guide, this article advances our application's development. We'll delve into the intricacies of blends and workspace upgrades, alongside the necessary tools. Additionally, guidance will be provided on...
Part 10: Implementing avatars in WAX games
This article will explore how to create avatars and their equipment, focusing on the customization and personalization aspects that enhance player experience. By detailing the process of designing avatars and selecting their gear, we aim to provide insights into...