Project HoneyComb: Hive for Local Apps and Games

in Vague Entertainment3 years ago (edited)

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Introduction

HoneyComb is a locally installed service for interaction with the Hive blockchain that extends the work done by the hive developers and their work with hive-python. It is the distillation of my work on OpenSeed,ODESI,and my integration work with the GODOT game engine and Qt. Its purpose is twofold:

To allow access to the benefits of Hive without requiring large additions or reworks in application frameworks such as Godot, Unity, Qt, etc.

To give all creators access to the hive blockchain through a set of standard descriptors for a NFT-like interface. These descriptors then can be used by any interface or application connecting to Hive. It also facilitates the ability to share files on ipfs, or privately between clients for more sensitive content.

The project will include two versions of HoneyComb:

  1. The full version, which includes a UI to create, upload, and purchase items.

  2. A stripped down version to be distributed with projects that use HoneyComb to connect to Hive. This stripped down version won’t include the creator tools and will check for the existence of the full version of HoneyComb before launching.

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Local Interface (games / apps)

As a game developer, I tend to think local first, web second, for the lion's share of my projects, and through the years I have been wanting to integrate my games into some sort of blockchain or decentralized system. However, the barriers in doing so have always dissuaded me from using them, opting for more centralized and common interfaces. This needs to change, and HoneyComb is Vague Entertainment’s solution to this very real problem.

For app and game developers, HoneyComb is more than a way to add cryptocurrency to their game or to create an NFT-based economy. It is a turnkey solution for all data storage and retrieval, using HIVE as a storage mechanism, but more importantly it is a way to separate game logic from chain logic with a common interface that can be used across any engine or tool kit.
We detail the economic aspects of HoneyComb below; however, I have found that the economic aspects are less valuable to the game developers during the creation of the game. Therefore, we will go over the non economic features provided by HoneyComb first.

  • Highscores: Both network-wide and user-specific.
  • Achievements: We all know what these are.
  • Save game data: Modern players expect their save games to follow them wherever they go.
  • Game level data: For games that have dynamically generated maps or user created areas.
  • Arbitrary data storage: This could be anything, really, because it's free form, and up to the developer. (Use with caution.)
  • P2P chat.
  • Both IPFS and P2P file sharing.
  • Server discovery.
  • Passive-aggressive player matching algorithm.

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Monetisation for Game/App creators

There are various ways to monetize your Game/App using HoneyComb. The most straightforward way is to create a store within your project that allows users to buy and sell items. For this, you can use the HoneyComb redistribute-able that can be included in your project folder. It will have all the needed bits to run on any system supported without the need of the full version.

The second is to distribute your application using HoneyComb. Like many game/app stores, HoneyComb will have the usual bells and whistles for app developers and will use Hive as the back-end for user reviews and similar actions. Just like other items on HoneyComb, you can set a price or a range of prices to better serve your needs.

To understand the economic activity on HoneyComb, we explain below that regardless of whether it is an in-game item, song, video, or complete application, everything follows the same logic set out as follows.

I understand that some may see this as restrictive, but having a clear, easy to follow model is both good for consumers and developers alike.

Definitions:

  • Base Rate: The base rate is the amount for which the creator is selling the default product. It is also the rate from which the reshares will be calculated.

  • Special Rate: Special Rates can be added to a file for special conditions, such as extended rights or special versions.

  • Reshare Rate: This is the amount shared by the creator to those who help redistribute the file at purchase.

Example:
A game developer creates 3000 units of an item for their game and sells the item for the base rate of 1.00 HBD.

The initial sell gives the developer 1.00 HBD or 100% of the profits.

Subsequent sells will see a (x * 0.00001) deduction in the profits, which are shared out to previous purchasers.

In the end, if all 3000 units are sold, the last track will sell at a loss of 0.03HBD or 0.97HBD.


Further information:

The Reshare Rate is set less than the minimum amount of HIVE/HBD transferable to further ensure that HoneyComb remains running on as many systems as possible. A ledger is kept on both systems (the creator of the file, and the sharer of the data) and paid out once the minimum threshold had been exceeded.

This means the amount shared and thus lost to the creator will never exceed 20% of the total profit; any purchase beyond this threshold may not receive any share of the profits for future sales.

Reshare rewards are calculated and distributed at sale if these two criteria are met:

  • The previous purchaser is currently running Honeycomb at the time of the purchase.
  • The previous purchaser’s HoneyComb client verifies the existence of the file.

The creator's client will keep a record of the purchase made (backed up by Hive) and will continuously rotate the reward pool based on the two criteria above. This means that the purchasers will all have equal chance to get rewarded for sharing the file, but no one purchaser will always get the reward.

Multiple purchases can be made for an item, but the reshare reward pool will not increase based on the number of purchases.

The reward amount is set low to encourage users to purchase things they like and to avoid “gaming the system.” However, HoneyComb is designed for sales of limitless copies of an item, opposed to the rare collections that most NFTs provide. This distinction is important for many reasons, but most notably it means that everyone will benefit from the long tail redistribution of an item.

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HoneyComb's Long Term Sustainability

The main purpose of HoneyComb is to decrease the overall cost of creating and maintaining products created by Vague Entertainment while also creating a bridge for other developers to follow in our path.

The long term goal for HoneyComb is to create a vibrant ecosystem for digital media that honors the ownership and sovereignty of its participants.

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Had to break this post into two, I know we don't like posts that are 80% the same, but sometimes it has to happen. This is one of those times.