[SIP Idea] Sandbox Logic Pattern Library & Assistant (Reusable Logic Templates for Game Maker)

1. Summary

This idea is to fund an open Logic Pattern Library & Assistant for The Sandbox Game Maker: a curated set of reusable logic templates plus a simple web browser that helps creators discover, understand, and reuse common gameplay patterns using existing Game Maker workflows (no external tool touches their project files).

The essence of this is to provide creators with ready-made logic templates (small Game Maker projects) and clear recipes so they can reuse common gameplay patterns across experiences without rebuilding them from scratch.

Planned v1 deliverables:

  • 30–40 reusable logic patterns packaged as small Game Maker template experiences (doors/keys, timers, checkpoints, scoring, basic AI, quests, etc.).
  • Short recipes and diagrams showing how each pattern works and how to reproduce it in your own experience.
  • A public Logic Pattern Web Assistant where creators can browse/search patterns, watch a short preview, and download template projects.
  • All templates, docs, and code published as open source under a permissive license.

2. Background & Motivation

Creators have pointed out that logic presets cannot be shared across experiences. While individual rules can be copy/pasted, full presets stay locked inside one project, which makes multi-experience work slower and more repetitive.

As a result:

  • Creators often rebuild similar logic (doors, timers, enemy behavior, scoring) in every new project.
  • New creators spend a lot of time learning basic patterns from scratch.
  • Experienced creators have no straightforward way to package and share the logic setups they’ve refined.

3. Problem: Rebuilding the Same Logic Repeatedly

Creators have already flagged that logic presets can’t be shared across experiences in The Sandbox. In the DAO idea thread “Sharing Presets Between Experiences”, they explain that while rules can be copied and pasted, full presets are locked to a single experience, which “significantly reduces the efficiency of creating new experiences”:
https://forum.sandboxdao.com/t/sharing-presets-between-experiences/2003

In practice, this means that creators who build more than one experience:

  • Recreate the same core systems over and over (doors/keys, checkpoints, timers, win/lose logic, simple AI).
  • Spend time on boilerplate logic instead of unique content.
  • Rely on scattered templates and guides (for example the official Game Maker templates and Game Maker Guides articles/videos) to rebuild common patterns one by one, rather than pulling from a reusable library:

There is currently no central, curated pattern library specifically designed for reusing logic across different experiences. The Logic Pattern Library & Assistant is intended to sit on top of the existing docs and templates and fill exactly this gap.

4. Proposed Solution: Sandbox Logic Pattern Library & Assistant

4.1 What we are building:

Sandbox Logic Pattern Library & Assistant (SLPLA) will include:

a) Logic Pattern Templates (content)

We plan to create around 30–40 small Game Maker template experiences, each focused on one reusable logic pattern, for example:

  • Timed door + collectible keys
  • Checkpoint & respawn system
  • Score + combo multiplier
  • Timer-based mini-game (win/lose conditions)
  • Basic enemy patrol to chase behavior
  • Wave spawner logic
  • Quest giver with multi-step objectives
  • “Collect N items → unlock X → show feedback” flows

Each template will be a regular Game Maker project. Creators can open it, inspect how it works, copy rules/logic objects, or use it as a reference.

b) Recipes, Diagrams & Mini-Guides (documentation)

For each pattern, we will provide:

  • A short description of what the pattern does and when it is useful.
  • A logic diagram (e.g., showing triggers, messages, and effects).
  • A step-by-step recipe showing how to build the pattern from an empty scene using Game Maker’s UI, so creators can understand it and adapt it to their own needs.

c) Web Logic Pattern Assistant (discovery layer)

A public website where creators can:

  • Browse and search patterns by tags (e.g., puzzle, combat, quest, platformer).
  • Watch a brief preview (GIF or video) of the pattern in action.
  • Download the corresponding Game Maker template project.
  • Open the recipe/diagram alongside their own project while building.

d) Optional CLI (for advanced users)

  • A small CLI that lets advanced users list patterns and sync/download the library locally.
  • This is optional; the primary usage path is through the templates and the web assistant.

4.2 What this is not

To keep the scope clear, SLPLA:

  • Does not edit or write Game Maker project files.
  • Does not modify The Sandbox client, Game Maker, or VoxEdit.
  • Does not replace existing tools such as terrain/world tools or logic visualizers.

It is a set of example projects, documentation, and a simple web front end that makes those examples easy to find and use.

5. How this fits with existing tools and workflows

  • No direct changes to creator projects
    SLPLA does not write to or modify existing Game Maker experiences. Creators download template projects and decide what, if anything, to copy into their own work. This keeps the tool clearly separate from core project data and avoids automated changes to live projects.
  • Aligned with normal usage patterns
    Opening example projects, checking how something is built, and copying rules or logic objects is already a supported and familiar way of working in Game Maker. SLPLA takes that pattern and organizes it into a curated library instead of leaving examples scattered across different sources.
  • Designed to complement existing tools
    Other tools and content focus on areas such as terrain/world creation, assets, or visualizing existing logic. SLPLA focuses on reusable logic patterns packaged as template projects with recipes. It is intended to sit alongside those tools as an additional resource, not to replace them.

The goal is to provide a clear, organized pattern library that builds on how creators already use Game Maker, while staying within the boundaries of existing workflows and tools.

6. Scope, Timeline & Budget

6.1 Planned scope for v1

  • ~30–40 logic patterns as Game Maker template projects.
  • Each pattern including a short recipe, a simple diagram, and brief preview media.

Tooling

  • A Web Assistant MVP with basic search/filter and individual pattern pages.
  • An optional CLI for advanced users.

Adoption & maintenance

  • 3–5 pilot creators using patterns in real projects to validate usefulness.
  • ~6 months of light maintenance for compatibility updates and basic review of community contributions.

6.2 Indicative timeline

  • Weeks 1–2 – Pattern research & selection
    • Prioritize patterns based on creator feedback and common use-cases.
  • Weeks 3–6 – Pattern implementation & docs
    • Build the first ~20–25 template projects and their recipes/diagrams.
    • Standardize naming and structure.
  • Weeks 7–9 – Complete library + Web Assistant
    • Implement the remaining patterns (target ~30–40 total).
    • Build and deploy the web assistant (pattern browser + docs integration).
  • Weeks 10–12 – Pilots, polish & launch
    • Onboard pilot creators.
    • Address usability issues and gaps.
    • Release a public v1 of the library and assistant.

6.3 Budget requested

We propose a *Tier 1 budget of $30,000 USD, allocated roughly as:

  • $12,000 – Pattern design & implementation
    • Building and testing the 30–40 template experiences.
  • $7,000 – Documentation, diagrams & preview media
    • Recipes, diagrams, and short clips for each pattern.
  • $8,000 – Web assistant
    • Development and deployment of the pattern browser and integration with docs/downloads.
  • $3,000 – Testing, pilots & 6 months of light maintenance
    • Pilot support, small fixes, and compatibility updates.

7. Adoption Plan & Success Metrics

7.1 Adoption plan

  • Share the library with creators through appropriate Sandbox community channels (e.g., Discord, X, DAO updates), in coordination with the relevant teams.
  • Invite a small set of pilot creators/studios to try patterns in upcoming or in-progress experiences and give structured feedback.
  • Explore opportunities to feature selected patterns in workshops, tutorials, or community learning content where it makes sense.

7.2 Example KPIs (first 6–9 months)

Usage & reach

  • Number of unique downloads of template projects.
  • Number of creators who report using at least one pattern in a WIP or live experience.

Workflow impact

  • Qualitative feedback from pilot users about time saved or reduced friction for common setups.
  • Documented examples of experiences that used specific patterns and how those patterns influenced their design or build time.

Ecosystem contribution

  • Number of community-submitted patterns that are reviewed and merged into the library.
  • Instances where patterns are referenced or used in workshops, tutorials, or community guides.

8. Risks & Mitigation

Risk 1 – Low adoption

  • Mitigation: Start with widely needed patterns (doors, keys, timers, checkpoints, basic AI). Keep the web assistant straightforward to use and, where possible, share it through existing community channels so creators can discover it easily.

Risk 2 – Overlap with future native features

  • Mitigation: The project provides examples and templates rather than engine changes. If Game Maker adds native preset or pattern features later, the library could still serve as a collection of worked examples and documentation.

Risk 3 – Overlap with existing tools

  • Mitigation: The project does not introduce a new visualizer, asset tool, or terrain tool. Where existing tools are relevant, we can reference them, but our focus stays on patterns, templates, and recipes.

Risk 4 – Maintenance needs

  • Mitigation: Code and content will be open source. The budget includes time for basic compatibility updates and review of community contributions. If there is strong usage and interest, additional work can be proposed separately.
  1. ##Team

We are Dapps over Apps, a collective focused on developer tooling and creator-facing utilities across Web3 ecosystems.

Selected projects

  • We created a VoxEdit → Unity/Roblox asset converter for Sandbox creators and gamers, allowing Sandbox-style assets to be used in other engines:

  • We built a local testing patch for Arbitrum that adds native support for Arbitrum precompiles (ArbSys at 0x64, ArbGasInfo at 0x6c) and transaction type 0x7e (deposit transactions) to Hardhat and Foundry (Anvil).

Project Website: https://www.ox-rollup.com

  • We created a Retrieval Utility for Filecoin that tests CID retrieval performance across multiple public gateways:
  • We have also worked on Zeckit for Zcash, a Zcash-focused tooling project, as part of broader research and experimentation around privacy-preserving and compliance-aware tools.

Core contributors (not exhaustive)

  • Abdulkareem Oyeneye – Project Lead
    Developer tooling engineer and project manager with experience in Web3 growth and technical product execution. He has led multiple ecosystem tooling initiatives and focuses on identifying developer pain points and protocol infrastructure needs.
    https://www.linkedin.com/in/abdulkareem-oyeneye-82a6aa277
  • Gospel Ifeadi – Smart Contract Engineer
    Proficient in Rust, C++, JavaScript, and Python, Gospel has worked on several dApps and developer tooling projects. He brings experience in backend development, smart contract automation, and R&D.
    https://x.com/gospel70800
  • Musa Abdulkareem – ZK Engineer
    Focused on building blockchain toolkits and applications, Musa contributes core engineering support for protocol-level integrations and zero-knowledge–related work.
    https://www.linkedin.com/in/wisemrmusa
2 Likes

Thanks for the submission, @DappsoverApps !

Thoughts on this one, Community? @Delegates ?

3 Likes

Appreciate the idea, we actually have a tool.

Logic Board Pro built and maintained by CyberDragon Master of Numpads himself, which has a very similar goal, creating small or large reusable logic, making copyable rules and components, and pasting them directly into Game Maker.

I also saw a community tab for sharing and learning, I’d say the tool already does a pretty good job.

4 Likes

Thanks for the idea! I just have one quick question:

This idea is good and seems practical, but has a survey or gather feedback ever been done before, and if so, what were developers’ opinions on it?

2 Likes

It appears that mobile and AI tools will be developed together within The Sandbox itself. Currently, only Magic Realms can be exported to Game Maker through Sandrush.

4 Likes

As a game developer and as @meowl Said, what is the difference between this and https://logicboard.pro implemented and already working from @cyberdragon,

You can copy, share, and implement new logic to any other experiences with just Copy-Paste inside Game Maker

Also, what new option can we get from the above-mentioned template 30-40 Templates already not present either on Presets on Game maker, or already templates inside Game maker?

3 Likes

Thanks for pointing out Logic Board Pro and sharing the links.

After looking into it properly, we can see that what we proposed overlaps with what Logic Board Pro already offers around reusable logic and sharing. We don’t want to duplicate an existing community tool or split effort in the same area.

Given that, we’re happy to treat this SIP idea as closed and will focus instead on exploring other areas where we can bring something genuinely new and complementary to The Sandbox. We’ll take this feedback on board and come back with other improvement ideas in collaboration with the community. Thank you everyone @Delegates .

2 Likes