wab.eth@wabdoteth
In the midst of the market nuking all of our bags, we completed our first playtest, demoing Omnia & the new sappy[.]lol platform to some of our largest asset holders, and we have also integrated directly with Monad Testnet and are now live.
The provisional routine will be every Sunday in the playtesting Discord, and will be incrementally rolled out to different asset holders across the Sappy eco. The next playtest group will be the same cohort so we can see how player's respond to the major fixes we made.
For now people will not be able to post content publicly but in the following weeks that will be opened up alongside me, diakou, ephi, arbs, et al, livestreaming parts of the session. We are effectively trying to iron out all of the kinks with regards to performance, crashes, visual bugs alongside some UX enhancements.
General Feedback/Notes:
- Players enjoyed the core PvP loop
- Build didn’t have move reactions in but had plenty of matches that were clutched out through glitch commands and similar mechanics
- One or two OP moves like Titan Punch, mostly expected since that build was watered down
- Sappydotlol first impressions were overall good and the platform worked as intended - Most people didn’t realise the UX of being automatically logged directly into the omnia app if you were already logged into sappy (good)
- Compatibility / general crashes were annoying but were eventually easily avoided as they were identified mid-session
- Some negative feedback towards some visual clarity issues
- Almost all of the concerns raised regarding visual clarity, UX, and overall game design already aligned with our internal beliefs and planned features for the coming weeks, which is good validation for the team that the track is correct
Bug Triaging
- There were 3 main bugs; one to do with lobby sessions, one with clicking a button in a specific way causing a crash, and a tabbing out bug that causes crashes
- Mac compatibility issues [ended up working in Chrome -- never intended for Mac to work day 1 so pleasant surprise]
I wont post the full changelog here but pretty much all of the bugs have been squashed. Only bug that hasn’t been solved is the tabbing out but that we can’t seem to reproduce.
Main Changes
- Mac working (not performance optimized)
- Partial mobile support (shader issues and unoptimized performance but working)
- Lobby rejoining upon disconnecting
- Monad onchain state
- Misc: Initial load time = ~1s with dynamic loading, loading screen shows feedback so doesn’t feel like a crash, hardware cursor instead of software, etc
- UX: too many in-game changes to note but in general, camera fixes, move selection responsiveness improvements, better animations, etc
This week was mostly just fixing the laundry list of crashes, compatibility issues, and lobby / session UX but in the following weeks we will be incrementally pushing game design and visual changes that will make gameplay even more interesting.
Original plan was to do the next playtest today but I’m travelling right now and Diakou has some urgent IRL things to work on, so it will be conducted early next week.
The first Omnia transaction on Monad can be seen below: