The Token Takeover

#24 Let's learn about GALA Protocol w/Mal

NoAutopilot

Summary: Gala Games - Opening the Gala Chain for Web3 Game Development

Major Themes:

  • Accessibility and Support for Indie Developers: Gala Games emphasizes the importance of making Web3 game development accessible to indie developers, not just large studios. With the opening of the Gala Chain, developers can now bring their games to a supportive and established Web3 ecosystem without needing extensive blockchain knowledge. The platform offers tools and support to facilitate the development process.
  • Technical Advantages: The Gala Chain provides significant technical benefits, including no gas fees, high customization, and the ability to handle high transaction volumes. The platform's SDK, written in TypeScript instead of Solidity, aims to lower the barrier to entry for Web2 developers transitioning to Web3 by allowing them to work in a familiar programming language.
  • Community and Ecosystem: Gala Games has a vibrant community that indie developers can leverage for testing, feedback, and player acquisition. The platform plans to create a centralized arcade-like space where community members can discover and play games built on the Gala Chain, fostering a collaborative and supportive environment.
  • Monetization Opportunities: Gala Games encourages developers to self-fund through the sale of NFTs, in-game items, and nodes. The platform's node system not only helps reduce server costs by distributing game hosting across the community but also serves as a revenue stream for developers.


Actionable Takeaways:

  • Engage with the Gala Chain Community: Developers are encouraged to join the Gala Games Discord and engage with both the community and the Gala Chain development team for support, networking, and collaboration opportunities.
  • Leverage Available Tools and Resources: Indie developers should explore the Gala Chain SDK and documentation to understand how to integrate Web3 features into their games efficiently. Utilizing the provided tools can save time and resources in the development process.
  • Consider Monetization and Funding Strategies: Developers should plan their monetization strategies early, considering the sale of NFTs, in-game items, and nodes as potential revenue sources. Being flexible and open to adjusting your game based on feedback and market demand is crucial.
  • Focus on Planning and Flexibility: Effective planning and a flexible approach to development are key to success in Web3 gaming. Developers should continuously evaluate their game's direction and be willing to pivot or make adjustments based on community feedback and testing results.

Gala Games' initiative to open the Gala Chain for all developers marks a significant step towards democratizing Web3 game development, offering a platform that combines technical accessibility, community support, and monetization opportunities for indie game creators.

https://twitter.com/GoGalaGames

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NoAutopilot:

This is Noah Autopilot, founder of the Gaming Startup Collective and host of the Token Takeover podcast. In today's episode, we share a conversation with the team over at Gala Games. And we talk about the fact that they have just made the Gala chain open for any developer to build on, and what that could mean for your Web3 game right now. So enough of me talking, let's get started. Let's jump right into the podcast and see what we can learn. Let's go. We have a request request has been accepted. What's up, JRP. How you doing, man? Can you hear me? Okay. Am I coming through clear? We get, uh, we got a remote asking to be added. What's up? Hey, welcome in everyone. Hey,

Guest:

what up? Ready for this

NoAutopilot:

space? Hey, I appreciate the positivity, man.

Guest:

Yeah, especially gala games is hopping in. You know, you might be, uh, might be seeing something soon here. Tuned for printing gala. So maybe it's a lot. Some big things poppin in so I cannot wait to join in and uh, listen to the space.

NoAutopilot:

All right. So folks, we're kicking off here. Uh, my name is No Autopilot. I'm the founder of the Gaming Startup Collective. I'm co hosting today with the most networked man in Web 3. JRP, I don't know if you're on your mic there. If you are, feel free to jump in and say howdy to everybody. You may still be getting bored in it, so all good. We're gonna bring Mal up to the stage. Hey, Mal. How are you? Hey, I'm doing good. You know, I got a little bit of a cold. So my voice sounds deeper than normal, but it's kind of working for me.

Mal:

You know, I also woke up a little bit rough today as well. So, uh, we're in the same boat, which is great. Don't feel so bad about it now.

NoAutopilot:

I have my co host here, uh, Juan. I think he's getting his headset sorted. But in the interim, we can get this thing kicked off. Yeah, so I guess let's set the scene a little bit. So we were introduced by a mutual friend who's across Web3 Gaming. I run the Gaming Star Collective. So it's a community of early stage web3 gaming founders. We help each other with networking, uh, tips, tricks, advice, and we kind of act as cheerleaders for each other too. I don't know if you guys know this, but being a founder can at times be quite stressful. Yeah. So he introduced me to Mal. Obviously I know Galens. Who the hell doesn't know Galens? He's an early Townstar player. That was great. I'm also a music node owner, hacking music node owner. And so yeah, I was super familiar with the ecosystem, but somehow, uh, in my travels, I missed the fact that you guys opened up Galachain for other game developers to build on. And that is what we are here today to, uh, to dive into. Mal, I guess I'll, I'll stop. So for the folks you don't know who you are?

Mal:

Yeah, I'm Mal You Will, uh, if you ever came to the Gala, discord, uh, the games one more particularly. You'd probably seen me around at some point. I was one of the product managers for Town Star for nearly two years. Uh, then went on set Meow Match for a little bit, and then now doing a bit of product strategy with our platform lead Captain Shell. So mostly focusing on getting game games on, on Tagala Shane as well as other, uh, as other people who've got. You know, there's music, there's film, there's tons of applications, so I've just been focusing on how I got to meet so many people across the space, so many developers, you know, the big thing people always assumed is you had to be a big studio, or a big name, or whatever else, and it's not true. You know, indie dev small studios have fantastic, uh, applications that they're making. So, it's been, uh, wonderful, uh, in the last few months. Just being, you know, reach out, uh, the people like yourself as well. Just get to speak to founders, get to talk about the Gala Chain, and all the wonderful things coming. So, that's what I've been doing, uh, most recently.

NoAutopilot:

Man, that's so cool. Man, the things you must have seen. Being part of Townstar for that period of time. I mean, you know, the, uh, You guys really set the precedent in a lot of ways when it comes to what success means in Web3 gaming. Yeah, so hats off to you and the lessons you learned through all that has to be immense.

Mal:

Oh, it was, uh, you know, it was seven days a week, you know, 14 hours a day. They were long days, long nights, long weeks, but it was great. I loved it. It's not often in life you can get a job where you can just run at something constantly for so long and not feel burnt out. Cause it just doesn't feel like work, you know, those days that just fly past. I was, I was the one who did all the matters, all the live ops, uh, you know, I did all the designs, well not actually make them, they are wonderful designers and artists would actually create whatever I was coming up with in the middle of the night. So I, I, I truly love that, uh, that role. That was, it was fantastic. I got to learn a loss as well, cause you know, the more intense things get, the more pressure you do, uh, you do get to make some. Make systems and, uh, processes that I think, you know, you can carry on to other jobs, uh, other roles, which is what I'm doing now. Uh, it's amazing. So yeah, I actually love TownStar. I still do. It's a, you know, it'll always have a soft spot in my heart.

NoAutopilot:

Right

Mal:

on.

NoAutopilot:

All right. So I want to be, uh, responsible with everybody's time. You know, the folks from my community that have, they are here to learn about the news that you guys are allowing, uh, other games outside of, uh, the Gala, I guess, uh, native. Uh, community to build. And so can you, can you kind of walk us through that announcement? Yeah. Why don't we start there? Can you walk us through the announcement that, that your team made about accepting new games onto your chain?

Mal:

Yeah. So as I mentioned during the intro, uh, one of the things we've been doing is speaking to all people who are making games, just, you know, most of our games were always doing, you know, full contracts, studios, it was the more official route of things, uh, Whereas we, we were building a chain, once the chain was ready, we, you know, we want people to be able to just bring the game, they don't need to be some big name, or have all these contracts in place, in fact, we, we wanted, this is why we released the SDK, we want people to just turn up, put the game on, call the chain, we don't have to know you exist, although we want to know you exist, of course, the point of saying that is to show that, like, you know, you don't have to come and ask for permission and go through a process, you know, the goal is, If you've got a game, you want to, you know, you want to incorporate web free aspects to it, which, you know, all the different ways that is. Then we wanted to provide that chain and it's not just providing the chain. It's the fact that it's a highly customizable chain. We've built a lot of tools already for our own games. We've made those public. Uh, so we want to try and save a lot of the time for developers rather than not have to build all the tools, go through that process as well. We wanted to be able to provide everything we've built so that they could just hop on, you know, focus on building the game at the end of the day. It takes a lot to build a game. It takes a lot to design a game, nevermind just the code and aspects. So the more burden you can take away, just give them the power. Here's the tools, here's the chain, go for it. Uh, we want to try and allow that wider adoption through that. And, you know, I was really excited and internally, I knew it was coming. Uh, having all these conversations with devs who were all wanting to get on the chain. The SDK is finally out. Uh, if you go to gartherchain. com, you can click read docs. Uh, and you will see the SDK, all the information and stuff there that you need, and that'll be constantly updated and improved. We're going for the open source route, uh, as much as we can. So people are welcome to, you know, what they've made, their chain code. You know, the things that they think, uh, could help other developers. Uh, and I'd say it's even in the name of this, it's in TypeScript, which is something I find, I'm not a developer personally. Uh, well, coder, should I, should say. Now, all the, I've spoke to so many people now, and they all get really flappy when I tell them it's, it's TypeScript. And the reason it's, that is, if you don't understand why that's a good thing, is because, Solidity, for these EVM chain solidities, is a whole new ballgame, like you can be a developer, coder, you don't have to learn another coding language, especially when it comes to chain, it's very easy to make a mistake, and people will exploit those mistakes, now it doesn't mean you can't do that with TypeScript, but the point being, if you understand the language, and it's far more familiar, You don't have to, you know, because we got Web 2 as a world compared to Web 3. And you don't want a Web 2 developers to have to come in and the first thing they're greeted with, Hey, here's a new language, learn this, and if you make a mistake, well, unlucky. You know, it doesn't need to be like that, if we can find a language that they're quite familiar in. If people don't know, Solidity devs are quite expensive for, and you're probably going to pay a lot for a good one. You know, gamers, uh, game devs, they spend, it costs a lot of money in some cases to build a game, as well as time. So if we can save you time by providing tools, uh, and save you money by making the language that's used much easier, more familiar, uh, and then we can also appeal to the wider masses who game, uh, who make games, who want to put games on chain. We make it as easy as we can is the point. In fact, we want to make it a bit of self service, uh, for multiple things. You might be an artist, a musician, you want to make your songs into NFTs. Well, we're going to provide a creator's portal. Uh, for you to just go and upload your music, make it onto an NFT. The whole system is set up so it's like walks you through. So it's not like, Oh, I need to have all this chain experience. It's absolutely not true. We're going to make it so that you don't need any chain experience and you'd be able to, you know, make a game, NFTs, make your music, NFTs with film. If people got short films, films, we want it to be as simple and approachable as possible. And that's why we went with the approach that we did. And if you just happen to be a hardcore developer though, and you, you want the freedom. As I say, the SDK is public. It's on GitHub. You can go there. You'll find all of that stuff. You go to garlandchain. com and click on read docs and you'll be able to get the SDK and you can put your own chain code on, which again is written in TypeScript rather than the complicated language of Solidity, which for my time of looking into it, even the functions don't make sense in the sense of what it's named and what it does, I've seen some very funny complaints when it comes to Solidity. So again, if, just to reiterate, the whole goal is bring like, I want all the people listening to a game devs, just. You can just turn up and rather than waste all your time developing the tools, we've got a bunch of them done. TypeScript, save your time, save your money. Uh, that's what we're all about. We want it to be as easy and smooth as possible. And we're just going to keep this only just beginning. We've, uh, it's about a month old now, maybe three weeks. We've got the SDK out. So we opened it up for the time being. As I say, it was just the in house games while we got things ready. So it's just great. It's only going to keep improving more tools, more perks, better onboarding. And I'll stop waffling on there.

NoAutopilot:

Hey, are you a builder? Looking for a grant to build your ideal web3 gaming startup? If so, you should take a look at the Arbitrum Grant Program, with grants up to 25, 000 and a specific focus on supporting early stage indie game devs. It could be the perfect fit. Link is in the description. Make sure to check it out. Now back to the podcast. No, man, you're, you're good. That's all fantastic information that I personally didn't know before this started. Before I jump in, I think, uh, JRP, you had a, you had a comment you wanted to share. Are you out there? Can, can you hear, hear JRP now? Or is it Beck can't hear? No, I can't hear him either. Yeah, so Juan, I think you may have rugged my friend. Try, uh, closing and re opening there. Sorry, mate. Okay, so one thing I thought was super interesting is like, can you talk a little bit about the, the access to players that are already within the Gallant ecosystem? You know, like all these early stage builders, one of the things that they struggle with outside of early capital is, okay, I built a great early build of my game, I need to get some players in there to test it, provide feedback, um, to, you know, get into the game loops, et cetera. And it seems like Gallant may have a huge leg up on some of the editors. Because you guys have already shipped a bunch, and you already have a bunch that are already in your ecosystem. So I guess I'm curious if you have any stats on players within your ecosystem, things that you've seen, or maybe if you just want to add on to, to my thought process on if you think that is, uh, a competitive advantage to Gala compared to, uh, Maybe some of the, uh, other chains that are out there.

Mal:

Yeah. I don't have any direct stats at the moment. Uh, I do know, let me get the link up so I can read it correctly. So we have analytics. gala. com, which you can see the train, uh, chain transactions, uh, to give an idea of like what's going on on chain. In terms of community. We've got a fantastic, uh, you know, I absolutely love the Gala community. Uh, but I've been in the community since, uh, 2020, uh, mid 2020. It's been around for a while. I got to meet a lot of them, uh, mostly virtually, but they're great people. Are you right? That is a very important factor. You know, you can I started making my own little side game just to get an extra appreciation for what a game dev goes through. One of the things is you can Test it yourself, how it works, it works, because you know what to click, and what to do, and where to go, and then, and then let me girlfriend have a little play on it, immediately broke. Because they just, you know, they don't click the same things you do, because you know what to click. So that little example always just made me appreciate how important it is to have what we call Q8. Internally, you know, we have big teams to do this. But for the small time dev, who might not, you would rely on a community. Now, it's a great point that you bring up because we do have a great community and I'm pretty confident because of that, you can, you'd be able to go and approach them. Discord wise, I wouldn't dare, I'll have to confirm because what I can say is we're doing like a gallery arcade almost. So like a place where all these games can go when people upload them. So there's like a, A place our community can go and find all the games, if that makes sense. Not sure what we'll call it, how it will look. Uh, that's, we're, we're banging out so much stuff right now. Uh, it's, it's wonderful. I, I can't leak, uh, sadly, all of it, which I really wanted to do, but I'll play by the rules. Really good for the, for the chain itself. Uh, and like the things people need, for example, you know, the community have built like a marketplace already. There's all the kind of explorers being made. Maybe, you know, you've got the blockchain, all these things are community based. So they're very driven. And I feel like the, the idea of someone needing someone to just like, Hey, does anyone want to play the game? I feel like that does give an advantage to the fact that you're already in the ecosystem, you build it on a chain they're familiar with, that they use. And people want to be the first to play these games. You know, I, I like being early on a game, you know, back in the day, it was always, you would get like, you know, some fancy skin or some hats that's basically showed you one of the first players, you know, there's lots of like fun incentives you can do, wouldn't you? I mean, to make people also like want to come and play the game first. Uh, so I feel like having a community is a massive advantage. It's just in and itself, as you say, especially for like find the help to QA, getting a small community going so that, you know, as your game grows, you've got a core community, which is very important. So yeah, I do, I do feel like it's a, it's a good advantage for devs to build on a chain that has a community using it already.

NoAutopilot:

So I know you and I have Chatted a bit about this at DMs, you know, a lot of protocols, once they have like a big announcement like this, they typically rally around some sort of a grant program to like, maybe take like the latent developer, give them some early funds to bootstrap their development on the chain. And then at that point, like it's kind of milestone based. So they have to provide a bunch of on chain performance, like a bunch of new users or market activity, et cetera. I know that your team doesn't have anything like that in place now, totally understandable. But I'm curious if you guys have considered that as maybe A second part of this program, and if not, uh, would be open to kind of sharing maybe some best practices I've seen from other projects.

Mal:

Yeah. So what you mentioned there, uh, being the, like the milestone, that's a very, uh, if you were to work at a studio, you know, the contracts and stuff, you often have like a milestones, uh, and stuff like that around, uh, for the grants or however it's funded. In terms of opening up the chain and anyone can build on it, of course, that would be, that would be hectic. And we'd also then have to have a whole process. How people are selected, how, how it's reviewed, uh, which, you know, and I feel like I'm supposed to be disheartening it, you know, some comes with an early game, but you know, if you've ever seen games in early developments, they look a lot different, you know, they can look really bad, even though that's because it's just engineer, uh, UI or code. Uh, it hasn't had the polish yet from artists and UI designers, you know, and it's very easy to look at something and be like, you know, probably not. But then in reality, that's because it was too early or he didn't get a fair chance. Cause maybe you've got like a hundred people, uh, flooding the gates cause they all want funding. So it's, it's, it's, it's one of those, I would suggest more best practices. And in this case, we, uh, want to allow people again, you can sell NFTs. You know, it's, it's your game. If you want to make NFTs and sell them, getting in the way of that. We also want to allow people to sell their own nodes, uh, for their games. So we want to open up the ability for you to self fund. You know, communities already exist, you can sort of share your game, you can have your, like, you would be able to basically sell your own NFTs, sell nodes, uh, these type of things that allow a game developer to self fund, which I think is better, less stressful for them in some ways. I understand marketing and all that might be a new concept to game developers. You know, if you're going down the milestone route and the whole thing hedges on a grant, and I, I feel like that can be probably a little bit stressful if they can self fund, which is what they should have the power to do. You know, they build on the chain. You can, you can sell, sell what, whatever it is you're gaming with. If it's NFTs, if it's nodes, it could be skins, you know, whatever people do. Uh, there's tons of different things people could sell. In the future, you know, you know, I, I can't say for sure that we won't have, you know, the best, uh, the ones that get voted maybe. If there was a voting system of like, you know, these are the five biggest games that are coming from the community side of things, you know, all the community votes and, you know, maybe there's some kind of additional, like one day, you know, there might be some kind of grants in that form. I don't know. It doesn't exist at the moment. Uh, but as I say, it's because you've got to make a whole process just to, you know, decide who gets grants. Which can be quite, which can be quite unfair, but it can also be very time consuming and require us to spin up a whole team, process, legal processes, often contracts get involved, which gets very messy because legal, I mean, no one wants to have to go and ring a lawyer and it was a small time indie dev and be like, you know, trying to explain that they're making a web three game and trying to get a grant and, you know, I feel like it could get very messy, although it's a nice concept and I appreciate games, some people need to live, they've got lives. The R can cost money, you know, whatever it is to get more engineers. So I appreciate the need for funding. And that's why I really liked the fact that we're allowing that. We'll wait to open it up so you can just sell your own NFTs, whatever it is, whatever, however you want to self fund via the chain mechanisms, they are available to game developers to come in. So real

NoAutopilot:

quick, uh, JRP before you pass, before you take over here. I just want to say, I shared a conversation with another person that I highly respect in Web3Gaming just yesterday, and I think a lot of these devs should start refocusing on like the fundamentals of game monetization. And so we as a, as a collective, the Gaming Starter Collective, we'll have more information and best practices out on that soon. But uh, great, great response. GRP. Passing it over to you, my friend. Are you, are you with us? I'm confirming, so on my end, I can't hear JRP. Uh, Mal, can you hear JRP? No, I can see

Mal:

his mic on you, but

NoAutopilot:

I don't hear him. Sorry, JRP, I think you've been rugged on this one, my friend. The best laid plans. The best laid plans. Okay, so if builders aren't familiar with Gala, you guys do have the interesting component of, uh, nodes. Can you maybe explain for folks who aren't familiar with that concept or how it is integrated into these games, what, what is the purpose of a node? What should they plan if they want to provide a node for their own project? Uh, can you walk us through that a little

Mal:

bit? Yeah. Nodes are a, uh, an interesting concept at a very web 3 source. Obviously nodes exist outside of web 3, but not usually in the way they do, uh, in web 3. not familiar with them, I don't have the best technical answer because I'm never really that forcible. Like how do you just describe a node technically? If I, my wonderful CTO was here, he would have a phenomenal answer. I didn't want to go to the office today and risk my brother's getting ill, so I can't just quickly kick his door down and make him answer this one. Uh, notes, uh, how we, uh, incorporate them is probably the easiest way to explain. So for example, we've got a game Last Expedition, very excited for that game. Those, uh, matches run on the notes. So people host nodes and those games are ran on them. So like if you want to reduce server costs, things like that, you, you have the, you know, nodes are where you can do that. You can have, as I say, that's a servers are quite expensive. If people don't know this, even for a very small audience, depending on what type of game you've got, servers can add up in costs. Whereas if you've got a bunch of people hosting. Nodes for your game on their computers, you can use, use that as a sort of other method to offload some of that pressure on the servers to bring those costs down, which is a, again, massively important factor for developers is to bring those costs down, especially if you're trying to self fund. So nodes offer a wonderful opportunity in that. And then there's the fact that they can be part of like reward mechanisms for doing so. So by running a, like a founders node. Because you're doing workloads, you actually run them, they do a workload. You will reward them with the GARDA token. The same with like the spider tank nodes or the music nodes, because you know, the music hosts the artists and hosting tracks. I would say, if you want to truly understand like what nodes can do, definitely check out the entire GARDA ecosystem. That's games, music, and film. Because yeah, we've got tracks running on those. We've got games running on those. Soon we'll have films running on those. There's something I really want to leak, but I would probably get in a lot of shit so I'm throwing it out, so I will not leak it yet.

NoAutopilot:

You're amongst friends. All of us pinky promise not to say a thing. Everyone, we can pinky promise, can't we?

Mal:

I would love to leak this one. I think people are going to be really excited. It opens up a great potential for people. That can be once that's all live, we can do another AMA. Uh, but yeah, so they know it's have a lot of uses and it's again, the, the, the engineers and the, the nerdy people, I would love to have answered this question. I'm kind of sad that I can't just run into the office right now and hand it off to one of them quickly for the best answer, because they're really good at explaining it because sometimes the technical answer is actually better than the simple, like my, my answers. But as I say, if looking at what we use them for is where I would highly recommend we run games on them. Um, we've got music tracks being hosted on them that people listen to. On the music app, you know, you, you can reduce a lot of costs in sense of like server. You can just use them as reward mechanisms for doing workloads that support the game or your ecosystem. You might have multiple games and therefore, you know, you've got five games and then, you know, you've got the central nodes that hosts a lot of this information or, so there's a lot of great uses for nodes. Uh, and as I say, if you want a technical answer, you could always go and tag price. In garlic games you go in the garlic chain channel and tag price and ask him these technical questions. He's a wonderful TTO He could definitely give a way better answer than me on the technical side But I would just recommend going to see what we do with them We do a lot of great things with nodes And as I say, we're just getting started in reality

NoAutopilot:

as another founder in web3 gaming who is not tackle I am not an engineer I can totally, uh, appreciate, uh, kind of the depth and complexity of how the nodes operate. I do think it's, it is suitable for these teams that are building web3 native focused. You not only can you decentralize, uh, the operation of your project, you can give your community more ownership of your project. It also is a, uh, legitimate, uh, revenue generator. So like if you're with that. Early boost to maybe hit your next, you know, year's worth of milestones. You know, note, note sales have proven, uh, both at Gala and there's other projects that have kind of utilized that, that approach as well. A super meaningful way to really kind of get you that early funding you need. Okay, so I think we're, we're rounding the, uh, 30 minutes here. Folks, by the way, this is a communal session. Uh, even though we're up on the stage, we're talking, you know, if you have any questions, comments, concerns, all the above, don't hesitate to, uh, drop them in the chat there. Thinking of the, uh, thinking of the early stage builders, maybe, can you give us one or two things you would want them to leave this call knowing about Gala Chain? And then maybe one or two mistakes that you see teams make in general, uh, in Web3 gaming that you could maybe give them some advice on, on, on, on. What not to do when, when watching their game,

Mal:

what was the first again?

NoAutopilot:

Yeah, sorry. I kind of have a tendency to be long winded. Uh, can you give me one or two things that you want the gaming startups to know? About Gala, after they leave this, things that you want to, you want them to walk away from this, knowing that they don't already know.

Mal:

I would probably just reiterate a lot of points, really, that say, you know, consider the fact that it's far easier, there's tools, there's a community, it's, it's designed for these applications that require high transactions, you know, that you can, no gas fees, or like all that fine tuning that you want. All go in the hardcore route with the SDKs. So I, I would, and I would also want to know, we have a lot, like, when I say people can just come and they don't have to bother us, you know, we've got a fantastic chain team as well. So they're not just going to ignore you if you all want to build on the chain and you have questions. We've got a garlic chain discord. There's a garlic chain, uh, chain channel in the games. Uh, discord as well. Our devs are fantastic. They are in there. They were happy to speak to you. They love to nerd out. It doesn't matter whether you're super technical or not. They know they can speak to both audiences. And as I say, they are phenomenal humans that do amazing work. So don't feel like if you're a bit unsure, like, you know, maybe it still sounds like a big deal to go on chain. Just go in, go and speak to them, you know, ask your questions and they will gladly help you because they, they would, they want to see you on there as well, they spent a long time building this blockchain. It's a layer one. They want to see all of you come build on it. So I would highly advise you go in and speak to them. Even if you just want to chat to them, they're great, great people. Uh, and they would be more, more than happy to help guide you along. We, there will be support. It's not just a come and do what you want to know, and I'll help you if you get stuck. There's that. That's the one thing I really want people to know is you, there is support there and there's constant building going on, constant improvements. We'd love to have your game on our, on our blockchain.

NoAutopilot:

Fantastic. And folks, I mean, I'm sure I don't need to tell you, if you want to navigate to that discord, you want to explore launching your game on gala, the, uh, at go gala games. It's in the name of this space right now. You click on that. There's links to flow through to the discord. All right. And then I guess my last question, and this doesn't necessarily have to pertain to the gala. So this could be. Mal's personal opinion, but one thing I always love to ask is, you know, what one or two mistakes do you oftentimes see, uh, early stage gaming founders make? And this isn't to drag them through the dirt. Alternatively, it's, it's, it's to hopefully help them, uh, walk in the footsteps in the stand and, uh, you know, not make the same as to their predecessors. So, curious if, if you have any, maybe one or two opinions on things that you've seen that, that you would highly advise teams to try not to do when, when launching their game.

Mal:

Yeah, they're definitely, and they might seem, might seem silly to say, like the one would be, and people don't plan enough, is the biggest one. I speak to them and I can tell they're very unsure, and I was in that position myself. I started building a lot of games to get a feel for it and I'd go from like, yeah, I know what I'm doing, to like, oh, actually, I've got to this point now, like, do I go left, right, up, down? Like, what makes sense? So, massive amounts of planning, where, where it's possible, it doesn't have to be a burden, or a stressful thing, but, the more you can really sit, and think, like, what am I doing, and the main one, why am I doing it? Like, what's the end result? Yeah, like, with my game, every time I did anything, I would just stop, and say, like, why is this fun? Why would anyone want to play this? Like, and that's with each thing, and that can be a little bit daunting, but one of the things it taught me. Is being able to just shh and which sounds kind of silly to say lots of planning is don't get locked in. Often you can do a lot of work, a lot of planning, and you get to it and it's like, hmm, and you kind of feel like you've committed so much to just stick with it. Don't do that. I would say as a personal opinion, if you think change is needed, take that leap and don't just commit to something that you've no longer got a passion in or enjoy as a feature. Or think works just because you've done a good amount to it. Now, again, the start bit of the planning is important to try and avoid that. But sometimes you just have it. You just get there. You know, it's not doing what you want. It doesn't feel how you wanted it to feel. Don't be scared to either go back, redo some things, or look in a different direction for new inspiration. Because it is easy to get source of tunnel vision and just be like, you know what? This is what I said I'd do. So I'll just do that. And, you know, waste your time or money or both. You know, don't don't just get stuck in something because you've committed, try and plan the way possible. Uh, one of the big things from speaking to developers is that they, they've got the initial first few steps, but then the moment you ask them to sort of speak a few steps ahead, they give you the, well, you know, they don't really know. I know that's, you know, it's not a terrible thing. It's just being able to forward think is, it will save you a lot of hassle down the road is probably the summary. If you can just really put yourself much firmer than you are and just keep the constantly walking back to the point that you are and check and do all these steps make sense when you get back to where you are and again walking forward. Is that what you want at the end? Does that, you know, does that give you what you were originally set off to do? Uh, is probably where I'd end it. That's the advice.

NoAutopilot:

Man, great, great advice. And it's funny as I can, I can hear your, uh, your product expertise shining through like bland, but also be prepared to be flexible. Great stuff. Great stuff.

Mal:

Oh, you've got to be flexible. That's it. That's another great way of putting it. Be flexible. You know, be nimble where possible.

NoAutopilot:

Alright folks, well hey, that's our space. I want to be respectful of Mal's time. Mal, thank you for agreeing to show up and share this Twitter space with us. I've learned a ton about Gala, um, and I'm sure the game teams that have joined today also have. If folks want to get in contact with you directly, want to follow up or learn more, uh, what's the best of them to reach out?

Mal:

Uh, you can, you can just email me, Mal. Uh, I got a lot of games, you can come into discord and just tag me, uh, send me a DM. Uh, you can hit me up on Twitter. I don't really use Twitter for DMS, but I guess that's a feature on Twitter. So if someone just feels like this is easier than just, you know, I am, I am happy to speak to as many people as I can, like feel free to, you know, reach out. Uh, you can go to garlicchain. com, uh, and there's, if you just want to just avoid me, but still get information, uh, you can, you can do that as well. And if anyone does have any questions, uh, is a JRP who's struggling, you know, you can either put them in the comments thing and I'll get to them, or you can DM me and I'll do my best to answer them for you. And I, I appreciate you invite me on. It's been a great space and maybe we can do another one sometime.

NoAutopilot:

Yeah. Anytime, anytime that your team has like a big milestone you've pushed and you think early stage Web3 Gaming founders would, uh, would be better to know about it. Just, uh, just tag me. Happy to always, always support that. Sounds wonderful.

Mal:

And thank you everyone for coming. It's nice to see you all. Hopefully I'll be seeing you in the Discord, uh, or putting your products on a Gala chain. As I say, I really want to see those games. Don't be intimidated by introducing Web3 into your game. It's, uh, it's definitely going to be the future. You can start light and integrate more later on. So, you know, I look forward to seeing that.

NoAutopilot:

All right, folks. Y'all have a great rest of your afternoon, evening, morning, whatever it is. Uh, this is Gaming Starter Collective. Ryan, NoAutoPilot, JRP from Web3GG, and Mal from GoGalaGames. Have a great day. Peace!

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