Unfortunately, this has led to lost threads and unfinished projects. To anyone who has been hurt in this process, I would like to sincerely apologize.
Sincerely
HeaX
I entered crypto and joined the team some time after its foundation at the end of 2021, and assisted with running the weekly Carnage sessions. From there, I continued to work on many more projects for Moonsama. As of the 1st of February, I have left the team at my own request.
In the past, I have reached for the stars with too little consideration for the consequences. In several instances, I have led people around me and myself to believe that we can do things which defy reality and reason.
Moonsama's Multiverse Customizer is now live!
Create & customize your unique identity by using Exosama and Moonsama NFTs with all the assets you've collected - perfect for supercharging your social media profiles 🔥
Unleash your creativity.
https://t.co/nESuS9gVTW
Pondsama battling with combat animations is live!
Pondsama is a free to play 1v1 auto battler, where players assemble teams of 5 fish and strategize their way to victory.
Here's a summary of the latest balance patch:
This is the difference between solving a problem and solving the underlying concepts.
I really look forward to seeing the Moonsama Battle Engine powering our future projects in many more unexpected ways.
These days I have been wrapping my head around how to properly visualize Pondsama battles in all their complexity with reactive actions like passives triggering effects on damage received, with further chain reactions etc.
As it turns out, the Moonsama Battle Engine, which is used in Pondsama to resolve the extremely intricate sequences of battle actions, is also amazing at reading and processing arbitrary data like leaderboards, without coding, just based on simple configurations.
Thanks to this, skill animations like Bad Blood can prepare slots where nested behaviours can play, and do not need to worry about what happens in these slots. They will simply continue once they regain control.
These days I have been wrapping my head around how to properly visualize Pondsama battles in all their complexity with reactive actions like passives triggering effects on damage received, with further chain reactions etc.
Going forward, I'll keep a journal about what I'm working on to shine some light on the cool tech that powers Carnage, Pondsama, the upcoming Multiverse NFT Customizer and whatever else I'll get to work on in the future.
Each behaviour, like the Bad Blood skill animation, signals to its parent behaviour through a "needsControl" flag, whether it still wants to be the main logic controlling the animation. This means that nested behaviours can take over, and give back control when they're done.
We are now 6 motivated developers working on Pondsama and its underlying systems, which is very exciting.
Some of the work being done is not very flashy, like optimizing performance and reliability, but I'm sure it will be felt regardless once it rolls out.
Going forward, I'll keep a journal about what I'm working on to shine some light on the cool tech that powers Carnage, Pondsama, the upcoming Multiverse NFT Customizer and whatever else I'll get to work on in the future.