We've got a platform that already has a pretty robust friend system, and we're going to be connecting to that at some point. Can you talk a little bit about that?
TL;DRThe friend system starts simply, with website contacts populating the lobby, and will iterate alongside the game, while the social module brings initial persistence of purchased items that players can reset.
Sure. So in December when we launched the lobby system and we launched the contact system on the website, we started by populating the lobby system with your website contacts. On the web, there's not a great interface to be able to respond to a friend request in the affirmative without either sending an email or doing something like that. So we have kind of a Twitter-esque style where you follow somebody and that makes them a contact. And so as we have more robust interactions in the game, where it makes sense that you initiate a friend request and then they're connected to their client and they get a pop-up and they can accept it, or they have a mailbox or something like that, as this moves more into the game, we can follow some of that on the web. Maybe we'll have a mailbox on the website as well or some other things, but we're sort of starting with the simplest iteration that gave us the functionality we wanted in the lobby system in December, and then we'll just continue to iterate on that as we move forward, lockstep with the game.
Another thing just to add in relation to some of the stuff we've been talking about is basically the fact that starting with the social module, we'll have the initial phases of persistence, and this is another one where each iteration of the Persistent Universe module throughout this year will wind up adding more and more functionality. And what we're aiming to do is basically give you the capability to pull over everything that you've purchased on the website and actually store it for the first time over in our Persistent Universe database. Now since the game hasn't actually launched, we don't really want that Hornet that you pulled down from the website, that you will eventually be able to take out into space before we actually officially launch whatever you want to call the first full iteration of the Persistent Universe module, we don't want that ship to basically be able to be blown apart and you lose it, given the fact that some aspects of the game will still be unbalanced, etc. And so what we're going to wind up doing is adopting a middle ground that will probably persist for the next eight or nine or 10 months. And what it will effectively do is pull down everything that you purchased from the website, store it in the Persistent Universe database, and you will be able to log off, log back on, and whatever changes you've made to your ship, whatever damage you've incurred, in the relatively near future that should start to persist until you wind up actively telling the system, probably via pressing a button either on the website or within the game, to reset your status, at which point it will go ahead and clear out whatever the current version of your inventory is and re-pull all of that stuff down. And so what you're going to have for the short term is kind of the best of both worlds, where you'll have all of your equipment, you can go out, lose it, get it broken, et cetera, and then start right back over. And this will wind up being invaluable as we go through testing through this year. And we've actually got things like mission status, ship damage levels, inventory loadouts, all sorts of things that we actually will need to do a lot of testing on.
So these are all basic building blocks of the game at this point. We're talking about persistence and data architecture and server configuration and writing of servers. This is all stuff that we have to build to put various aspects of the game, that in some cases already work and in some cases have to be built from scratch, together to be a big consistent and persistent universe.
Yeah, the social module will be the first time that the game will actually have some sense of true persistence that doesn't rely upon the website.