So, nine (and a half?) weeks of development are behind us. Our main piece of news is that we’ve begun preparing to accept PKT for subscription payments in the current (centralized) service. That way, the tokenomics of the future decentralized platform will be able to take shape in the next three months.
This is the flow in the first iteration:
- As usual, users select their desired service plan on Playkey.net.
- Then they select “Pay with PKT” as the payment method.
- Then they’ll be shown the Playkey wallet’s unique identifier. This is where they must send tokens.
- Users send PKT to this wallet from their personal ETH wallet.
- After the transaction is confirmed in the blockchain, users will see an active subscription in their account.
- The subscription price in PKT is calculated online based on the token exchange rate.
- In the first iteration, you will still be able to pay for subscriptions in fiat (dollars, rubles, etc.).
The model described above could change during further development, but we’ll be sure to let you know beforehand.
Another one of last week’s achievements was game autostart. Now game startup works like this on the decentralized platform (there’s a video below if you’re too lazy to read):
- Gamers go to playkey.net.
- They register; download the client; and purchase a plan and a game if they don’t have one. In the release version of the platform, the payment process will change to include token use. But this is still in development.
- The users start up the game on the server they select. After implementation we’ll also be putting some materials together about server choice — stay tuned.
- In the Playkey application, the gamer sees the virtual machine’s desktop and the Steam window. If the gamer is logged in to Steam, the game will start automatically. If they’re not logged in, they’ll see a login screen.
This way users don’t have to launch the game themselves on the virtual machine. It all happens automatically, “in one click”.
Our search for things to automate led us to the configuration of downloadable content (DLC). So we automated it. This means that gamers only see content they’ve purchased in Steam, not all of the content that’s been released. Without this function implemented, you could play and save games with add-ons you hadn’t purchased—which is great if you turn a blind eye to boring legal issues. Sadly, however, when you started up the game again you wouldn’t be able to continue with your saved changes unless you purchased the required add-on, which is quite the unpleasant surprise. But now these glitches are gone—we made sure of it.
Next week’s plans include optimizing virtual-machine network settings and writing unit tests for part of the functionality. We’ll tell you why we need to optimize and what exactly unit tests are next week. Until next time!