Yes, of course! 1,000 (testnet) townforge gold heading your way.
I'll create a reddit thread for a list of invitation codes all with 1000 townforge (testnet) gold in them, so people can quick-start their game.
There are also some left in the Discord, though many of them were already redeemed in the past couple days. In the game you can accept in-game invitations with gold in them via "Player" > "Accept invite".
We don't have an exact answer to that, so we just have to wait and see. Hopefully current testnet will give us insight into this also. It comes down much into how players behave.
There's a lot of variation:
\- We have typical Monero txes, a couple kB to many, same size as Monero (we'll use CLSAG).
\- Voxel building txes, which can get large if you build large (e.g. I've built a huge 256x256x100+ Norse-mythos tree, Yggdrasil the World Tree, which is probably too costly for anybody to really build in a true mainnet), but they can also be sub 100 bytes for small changes in the buildings.
\- Most other txes will be < 100 bytes, since the're mostly a dozen bytes of payload plus a 64 byte signature.
\- The heavy game logic resolving blocks that occur every 360 blocks (thus 4 times a day, 1 block per minute) can get very large; they resolve significant actions such as payouts from town treasuries, building activation/inactivation/decay, etc.
Some pre-emptive information can be checked out from our block explorer at: [https://explorer.townforge.net/](https://explorer.townforge.net/)
Thanks for the encouragement, we are excited as well!
There is actually a guy with us who was planning on working a web based viewer, for starters, but he's been busy with other stuff. Although the current game client isn't browser-based, I don't see why somebody couldn't implement a client that was.
It's just we're always short on manpower, and overwhelmed by expectations. But it's not something we'd neglect, as it is quite a lucrative platform. We can hope that the open-source community-driven approach will draw in developers with such ambitions.
moneromooo on ##townforge on Freenode decides on who gets to push to the git; if you're a previous XMR contributor, chances are he'll know you. IRC is the most active discussion platform at the moment, in addition to the in-game chat (where we've discussed acute gaming-related topics).
If you have any questions or concerns regarding the project, I'll try answer as best as I can. For example, /u/selsta already gave a good answer to the question 'Why create a new coin? It's useless to do so', referring to the huge amount of changes we've had to do to the transactions, as all the game mechanics are consensus rules. That's what makes it unable to be run on Monero per se.
Regarding supporting and coupling the two, Mooo obviously has the XMR background to do so, and did e.g. significant work to support merge-mining of the two. Please note that our FAQ already covers quite a comprehensive set of questions (https://www.townforge.net/faq/).
We're still in the testnet phase, so obviously a lot of new things are yet to come.
We unfortunately don't yet have an ETA on the mainnet. Yes the testnet is different, so the coins mined in the testnet won't count for mainnet.
However gameplay-wise you can export/import buildings as VOX-files from each chain to the next. Right now we're trying to tweak the economy side of things, and hopefully having people in the testnet will now reveal imbalances in the game mechanics that require balancing.
We have some key changes in mind that will take require even a testnet restart; for example a script-based quest system, where players take part of quests as a series of dialogue windows with flavor images. Rewards will come from the game dev-account. Other feature that we're planning to have and that will require tinkering the blockchain would be secured loans; it's not 100% sure we'll have those but we're hoping to.
> it reminds of useless project called dentalcoin.
Was there a game for it? :)
I agree with /u/selsta here: This is not an ICO style money grab, not one useless Monero fork more, but a new cryptocurrency with a worthwhile purpose, namely supporting this game. And as already mentioned, the blockchain serves double purpose, it does not only manage the currency, but also stores game state, which I find quite innovative and also daring, whereas in Monero people already frown if several people a day use the "tx_extra" feature to store 100 additional bytes each in the Monero blockchain.
It is merge mined with Monero, which is as close to Monero as you can get when you also need to use the blockchain for all kinds of new activity. If you construct a building in the game, that building is stored on the blockchain.
Will be interesting to see how well this scales should TownForge become a great success. A worthwhile experiment in any case, just not with success guaranteed already ...
**EDIT**: Just realized this could become the somehow long-overdue hard stress test for the Monero blockchain technology, with block growth, block growth limits kicking in, etc.
It’s written by monero’s main dev moneromooo, so you can be sure he tried to base it on the monero blockchain. But it would have required a lot of experimental consensus changes and also bloat the blockchain. The whole game state is stored inside the blockchain, this isn’t something you can easily add to monero.
> It's pointless to create a coin just for this game, it reminds of useless project called dentalcoin.
It’s a game currency that can be optionally traded in real life, I find your comparison invalid. Games having their own in-game currency is normal.
Also see here: https://townforge.net/faq/#faq-32