Building cool stuff Bot Terminator @playcambria Manifesting greatness

USA
Joined January 2023
Shipped some new features for the playground: • Cart gallery • Play mode: full screen, with a d-pad and buttons on your phone • Play links that open straight into the game • Cleaner editor: Syntax highlighting, file, share and board menus, resizable split
Made a Lua game console for a $30 ESP32 board. 3D at 60 fps, games are single Lua files, and you can play it in your browser. Open source now.
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Made a Lua game console for a $30 ESP32 board. 3D at 60 fps, games are single Lua files, and you can play it in your browser. Open source now.
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character customization ✅ w/ charter nft trait-unlocked options, race if u dont spend 1hr+ on your character wyd in an MMO
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Login Screen & Character Management 👀 Do you have your charter NFT ready?
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RSGP (@playcambria) is coming to Base Stay tuned
Cleared for landing 🛬
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genesis is our biggest release to date, the full @playcambria MMORPG. everything starts w/ Founding Charters (4,096), which forms the genesis of the Crown Treasury ingame, a "prize pool" that's managed like a central bank - deploy Charters to earn from the game eco. no WL giveaways, no collabs, and no free mints for Founding Charters. only way to get in is to apply. our onchain profiling tech helps us evaluate your onchain activity, holdings, and X presence to hand curate a starting group of adventurers and traders for Voyage I. Viceroy phase opens Wednesday at 11am ET, GTD / FCFS opens Thursday. mint price TBD. this mint is where the initial mainnet economy starts, with all mint revenue going towards the Crown Treasury (yield) Fund or RSGP Fund deployed over the first few weeks to kickstart the flywheel. note: Genesis is a fresh start - historical Cambria holdings and other progress helps in your application, but these are by no means required. Founding Charter minters = first generation of Genesis players.
Cambria Genesis, on Ethereum mainnet MMORPG w/ massive onchain stakes Whitelist by invitation only, apply in bio
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heads down this week w/ @playcambria genesis dev shipped a v1 of the whitepaper + economy overview, the scope it outlines is extremely ambitious lol but we have most of the core ingredients already circling it privately with a few ppl for early feedback
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Introducing: Charm Cards (Series 1) Serial-numbered collectible cards to start your Binder collection. Everything about the pack airdrop, rarities, and more 🧵
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limit testing the new genesis v0 client + backend recent engine work dropped mem/CPU 80%+ on a quest to lagbria no more
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Loading new-tech™ cosmetics...
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Reminder for @playcambria enjoyoors 🫡 The upcoming TGE ToS opt-in deadline is Sept 29th. If you are part of the following groups, be sure you log into your profile and complete the opt-in process for eligibility. (link in comments) - Lootbox Claims - Duel Arena Players / OGs - Gold Rush Players - Cambria Islands Players Presale buyers are already opted in. The plan is starting to come together! Big Week, GG
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Cambria Season 3 was different We started with an ambitious goal: sponsor 200 players We ended with 300 players fighting under the MANA shield People said MANA felt different. They were right We worked 14 hours a day, but we achieved our goal: Putting Brazil on top of one of Web3 gaming’s biggest battlegrounds 🇧🇷
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Imagine being one of the founding "citizens" of Cambria Capital Markets. Few...
genesis mainnet @playcambria is definitely one of the most challenging things i've had to design yet. there's a seemingly infinite amount of pitfalls when starting a permanent onchain game economy. seasons are comparatively easy, just reset the eco after it all ends. instead of trying to ship a grand, uber-complex digital country on day 1 (w/ the 3-4k online we had in past seasons), we're going to be starting small (supply capped) with a select group of initial "citizens" that will have gated access to the core asset loops, before layering on the rest for the broader "population" count. think this mirrors the development arc of a newly founded country pretty well (think the very early colonists of the New World). need some way for the initial cohort to self-select - for early settlers it was the risk / hardship, here we have to add some explicit controls. none of this will be a free lunch that you can just freely take profit from, initial group will also take upfront risk. the eco is designed to be intentionally resilient to a wide range of inflow scenarios (e.g. peak hype -> slowdown -> back to hype). limiting the scope of wave 1 helps us plan better for wave 2, wave 3, etc. as we ride the momentum / hype cycle.
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genesis mainnet @playcambria is definitely one of the most challenging things i've had to design yet. there's a seemingly infinite amount of pitfalls when starting a permanent onchain game economy. seasons are comparatively easy, just reset the eco after it all ends. instead of trying to ship a grand, uber-complex digital country on day 1 (w/ the 3-4k online we had in past seasons), we're going to be starting small (supply capped) with a select group of initial "citizens" that will have gated access to the core asset loops, before layering on the rest for the broader "population" count. think this mirrors the development arc of a newly founded country pretty well (think the very early colonists of the New World). need some way for the initial cohort to self-select - for early settlers it was the risk / hardship, here we have to add some explicit controls. none of this will be a free lunch that you can just freely take profit from, initial group will also take upfront risk. the eco is designed to be intentionally resilient to a wide range of inflow scenarios (e.g. peak hype -> slowdown -> back to hype). limiting the scope of wave 1 helps us plan better for wave 2, wave 3, etc. as we ride the momentum / hype cycle.
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Update: Close to $40M in total keys risked 🗝️
DUNGEONS DUNGEON FISHING now $25m in total Keys risked ✅
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preview of @playcambria Genesis persistent cities - buy the actual buildings in each of the 5 major cities and charge taxes for their use. island barons serve as a counterweight here - they can pool resources to reduce transport fees to islands to break City monopolies.
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