Game Flows Meet Chain Interfaces
Final Form had a first version of its on-chain card asset data structure, and the development network was heading toward a feature freeze. The LAMOverse team came in to coordinate on the chain-side interfaces, and meeting rooms briefly became scarce. The chain team had previously been able to advance around its own implementation; now the game's intended use was part of the design discussion.
A creative chronicle combining project history with imagined scenes. Story events are not verification of network activity.
Final Form had a first version of its on-chain card asset data structure, and the development network was heading toward a feature freeze. The game team needed to know what the interfaces could provide; the chain team needed to understand how the game would actually call them.
The LAMOverse team came in to coordinate on the chain-side interfaces, and meeting rooms briefly became scarce. Some wanted to build game flows against the existing interfaces right away, while chain-side colleagues warned that the fields still needed checking one by one. Both sides agreed to put questions that blocked a flow first, before separate work hardened into different assumptions.
The chain team had previously been able to advance around its own implementation; now the game's intended use was part of the design discussion. The interfaces were not settled yet. A-Zhen and her colleagues still had to take disputed details back to the development network, and alignment before the feature freeze depended on resolving them.