Blockchain game PixeLAW wins the Best Use Case Award from ETHGloble, learn about its features and gameplay in 3 minutes.

Yesterday, the blockchain game PixeLAW, which combines the autonomous world and pixel elements, won the Best Use Case Award at ETHGloble’s Starknet. So what are the characteristics of this game and what innovations are worth paying attention to? (Part of the content of this article is translated from the ETHGloble award-winning project introduction:

01. Main Mechanism of PixeLAW

The world of PixeLAW is composed of pixels. This means that the world of PixeLAW is represented as a pixel grid in the front end.

Each pixel has six independent attributes: position, color, unicode, ownership, permissions, and time (Note: After verifying with the development team, initially, the pixels in PixeLAW only had position and color attributes. Whether other attributes will be added is still under discussion and has not been fully determined).

Since the world of PixeLAW is completely open and permissionless, creators can change the state of pixel components and introduce new logic through an open system.

To demonstrate this, we have built three different games in PixeLAW: drawing, snake, and rock-paper-scissors. The developers of these three games can create very interesting experiences. For example, by jointly creating some rules, the snake can eat the pixels drawn, or intervene in the rock-paper-scissors game. The rules can be further expanded, and new game experiences can be created.

In order to ensure the decentralization of PixeLAW, PixelDAO will manage the basic rules of pixels. Any actions that change the core rules of pixels require voting.

In the future, PixeLAW will go beyond the game field. Although this game proves that the autonomous world is feasible, social interaction and unique culture can also be developed through new application forms.

02. Technical Implementation of PixeLAW

We used the Dojo engine to develop the basic framework of PixeLAW. We designed the world as a pixel grid, and each pixel can have multiple attributes, such as position, color, text, ownership, permissions, type, and time, etc. The attributes of each pixel are carefully designed to be more flexible and programmable, providing space for developers to freely create.

We built the core components (entities) of pixels and the core systems that modify them. They will become the entry points for game developers to create their own games and define their rules in the world of PixeLAW.

In order to achieve interoperability, we have opened an API interface in the form of systems, enabling them to modify the component state of another game when executed in that game.

For example, let’s say we have two games: Rock Paper Scissors and Snake. When Snake encounters a pixel with the type Rock Paper Scissors, it may behave differently. If it’s a rock, Snake will die; if it’s scissors, Snake will shorten; if it’s paper, Snake will lengthen. Now imagine different games being able to interact with each other. This is only possible if they are all built on the same foundation (PixeLAW autonomous world).

03. Innovations of PixeLAW

From the overview above, it is clear that PixeLAW cannot simply be defined as a fully chain game. In fact, it only defines a set of on-chain basic rules and forms an independent autonomous world through these rules.

In this world, developers can develop various independent but mutually influential mini-games based on these rules. Moreover, these mini-games can interact with each other through certain rules.

In other words, PixeLAW wants to create a composable on-chain ecosystem by building an underlying autonomous world.

We know that the most prominent feature of fully chain games is their openness and composability. However, before PixeLAW, composability often existed within the ecosystem of the same game. Developers could develop new front-ends or deploy new smart contracts for a game without permission. The composability between different games has rarely been explored.

The emergence of PixeLAW may be the first exploration of cross-game composability. Whether this exploration will form a completely new form of gaming is still uncertain, but it seems to be a unique selling point that is more suitable for fully chain games.

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