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This is the official and finalized gear of QGO.. wooden art set to clip 2 clips to board.. 3 clips if a 2 player game.. and usb C to USB adapter.. usb hub.. keyboard.. mouse is optional..and bluetooth speaker or usb headphones for game music and effects are optional but recommended.
While this setup isn't required and you can just use your phone and a printed marker or marker device..and extra stuff for controls.. but the clips and wooden board make playing the game easier everywhere.. and you need to be able to move the marker and playing device independently up and down in real life to reveal and hide different tiers.
So when it's all set up.. it'll feel like a board game..that it actually is in AR.. when we sell..I'll put our artwork we created together on it.
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Preview of Artemis System apps. QGO is divided into two sections.. Janus Engine and Artemis System.
The Artemis System apps support and extended functionality of the game play found within the AR Game Rendering System we are naming the Janus Engine (JE).
So QGO consists of the Janus Engine and Artemis System (JEAS). So now you know what JEAS is and what it means.
I choose Artemis because she is the goddess of the hunt..and you are driven to seek out other Quest Heros in the hunt.. and she is also a goddess of fertility..and when you think of the main control system that runs everything..you want to think differently. So QGO runs everything through the Artemis System.
Lastly I chose Janus the god of gateways and pathways..transition..as the name for the Quest Gate AR Game Rendering Engine. The fact this series of code will render out different combinations of Valhka, Blocks, Items, and other stuff.. via activating the portal on the third tier with Quest Hero..and choosing three keywords.. gating to other areas via warping.. Janus sounded appropriate as a choice.
There you have it.. QGO consists of JEAS software that is coded by me, Zero. Here is a listing of the Artemis System apps to be added over time as the game is being built up.
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It is slowly solidifying over time.. I am getting the Game Panel I have named: Artemis. Artemis is the name of the main game control system from here out.
It will control where you go in the game and everything. After you login to your account... you are greeted by Artemis by default as its the main game system now.
Ill be posting more Quest Gate Online details later as it is being coded out.
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Finishing up registration that will be free to do. Its free to play.. but if you die its $5 respawn fee via CashApp: $QuestGateOnline to the Quest Pot. Winner of the first Quest will get half the total Quest Pot amount after winning and verified for authenticity.
I'm wrapping up registration and then it's the main Game Panel on the main screen before the game play sequence.
Its coming along right now though. I gottas check on some things..then its work on that new main screen after login..the Game Panel.
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There are 27 different sky environments within QGO in version 1. So the environment it loads in will be one of these and that will alter the stats of everything in the game depending on item and chosen sky background.
The chosen sky background will be chosen by two keywords to indicate that sky.. so ClimbingAngry is one sky image asset.. so it can be ClimbingAngryCube or ClimbingAngryDragon.. the sky will be the same in both with the same qualities of the environment / sky applied to both areas.
But the changing and advancement through the levels are done through warp gate found on the top tier (tier 3) somewhere..that allows for you to use warp gate.
Warp Gate allows you to choose from 3 sets of words to create a world name that if we have a level for those three combined words.. you warp or change into that area.. and if not..you don't.
So ClimbingAngryCube is one world area. If we had one for ClimbingAngryDragon for example.. going into the warp gate within the game and choosing those three words: Climbing Angry Dragon.. you'd warp to it and the sky would be the same as the original level.. but each word does something different internally
The first two words gives you the sky assets and environment name used..the second word tells you which types of Valhka will be loaded.. and third word will tell the system what types of items are in the area.
So the three words together warp you..but also function individually doing something within the system.
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I finally coded out the 16 Quest Hero rendering AR system. It supports 16 Quest Heros and 3 Valhka each..which means each area supports 48 pieces max on a 144 block 3 tier board.
Now all I need is pre-screens to set up rooms to break up the per 16 units per area..
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The price of the new and improved QBS kits will be announced later though. I will have to sit with some numbers and gear.
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we need to get as close to the vision as possible as we move along.. but my daughter has an art box here that is wooden.
I thought it would be the perfect 'board' and it is. It can instantly transform any area into a game battleground... which is the aim of the Quest Battle Systems (QBS) that I am creating now.
The vision is that they buy a QBS character kit with a pre-installed Quest Hero.. the stuff to play the game comes in a box.
The original plan was to use a cost efficient cardboard box I found in plenty of supply at the store and to print off the front and back covers and later glue or what not the art work on to the box.
As it stands if I can find a deep enough wooden art box.. or I may have to make my own.. its going to be crucial in the game kit and being able to just have it and play anywhere.
I also find the move from cardboard box to wooden game box.. so that you can clip the phone arms on to.. will also make it feel like a board game that is MMORPG AR chess like game.
Im capturing all the elements of my childhood in one game that is AR. This route means it feels game board like.. the Valhka will have a pokemon like feel.. and the Quest Hero will have a RPG like feel. Game play feel like chess, yugioh, pokemon, and .hack had an AR mmo baby that likes rpg minecraft inspired madness..LMAO.
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The 3D clay model I built earlier.. then scanned with an app.. played around and this is as good as we got. This is the Valhka called Frogga that is water type.
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Here is my secret language key for the Machina writing script I created when I was younger.. it's made of all computer symbols..but I can read and write in it fluently..
A *, B ^, C &, D <, E =, F %, G 4, H #, I !, J ?, K 5, L (, M 8, N 1, O @, P +, Q 7, R 9, S ~, T >, U 3, V :, W 6, X 2, Y ), Z $.
The rules are simple.. a hyphen before the end of the ending punctuation mark. Use a hyphen for double letters... And a forward slash to separate words.
Hello, how are you? Becomes: #=(-@/#@6/*9=/)@3-./
I know what you are thinking.. you are crazy.. yes.. that is okay with me..LMAO. I can read that mess like English and write it too without a key I gave you. How you ask? I started thinking of random words I use everyday and just started writing as much words and everything I could in it when I was young.
Now it's soooo deeply engrained into me because of that.. !/&*1/69!>=/*1)>#!14/!1/!>-./
So.. if you see any what would be clues about the next word area key words..so you can warp to new levels.. it may or may not be in Machina.. we will see..lol.
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One of the Valhka we are adding to QGO. I made this one with Leafy. I am going to use apps to try and scan it as an obj file.. that I will then upload on to the cloud server.. then reference its location on the server in code within the QGO AR game system. This will cause any clay models that are created to be essentially QGO AR game pieces.
Valhka pieces are the other pieces outside Quest Hero pieces in QGO. They level up as they take out other pieces in QGO. When they attack.. the bigness of their attack will be based off attack power. Attack power increases on level gain.
You start out with 2 Valhka you can summon and one Quest Hero. You will have a max of 5 Valhka you can have. You get more Valhka past the two you start with by catching them in QGO.
To catch them you need a bind crystal. Only the Quest Hero can catch Valhka.
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I added a sky element to the backdrop..this way it's full AR world on marker scan.
Also this will allow us to create different 'areas' with different backdrops for each. So an example of this is a mountain world area.. and fire Valhka and ice Valhka get increase attack and defense..
It's coming along great though so far.
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I'm finding out that this game will be impossible to play and work on without a second bending arm that holds phones.. both marker and playing device must be around the same level of each other and able to move around and be positioned as the game evolves to reveal different tiers as they are played.
So the QBS kits we sell in the future will have to have two bending arm clips that hold both playing phone and marker phone.
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I am loading Leafy character called: Pugra.. on the top 3rd Tier.. and my character TestWizard on the bottom.
Those will be the first two Quest Heros of QGO. TestWizard is a wind mage.. and Pugra is a fire mage.
Quest Heros are like King pieces on the QGO board. They start with 8000 life points each Guardian Spirit (player) will guide the Quest Hero alongside the board without dying.
Quest Hero dying will be $5 respawn to Quest Pot. Quest Heros can summon Valhka they have caught to the world tier board.
Each level is called a tier. Blocks are named internally a0 to a3.. then b0 to b3..and so forth..to z..and then aa0.. all the way up to aj3 is the last block defined in QGO.
Pugra was placed at the block ab0 and TestWizard at a0.
Now it'll be trying to scan and place in the Valhka we have as pieces into QGO.
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The company bank entity I have created. Whatever extra money I receive outside of expenses just sits in the account in stock or Bitcoin just sitting for the moment it is needed for the company.
You see it still says VR in this pic.. the pivot has been made to AR.
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I'm typically using my phone as a one device in all system. It's both phone and computer. I have a stand with a light for phone, usb c to USB adapter, usb hub, high capacity power bank, and usb keyboard and mouse as my standard gear out and about.
If I catch any free time while I am out and about..I can just bust out the system on the go and get work done..and since the computer is the phone and the phone is the phone.. it's all data under one device.
I usually have to worry about charging a million devices and right now it's about the speed of execution and delivery of the product. So my setup is intense and consistent for startup work.
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These next couple days I will be working on the PHP block object map feature thing I got going where I am internally naming the blocks and having those block x, y, z positions accessible via PHP array objects.
Each block will have to be an object in code we can assign the piece that is on it, Minecraft material that's on it, and world positioning amongst other additional also needed data points.
It has to be first coded in PHP so it can be rendered out later as JavaScript by the server. So it's going with the block map objects right now.
After the mapping is done.. I'll temp build up the main system around the game..like QGO code entry and command execution like the VR one I started..but after that.. its try and get the game rolling n the mechanics.
It's just right now there is a lot of pre work before the main work..I'm hammering through it all in my free time.
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