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Overview

This article provides an overview of the core building blocks of FinalBiome – Game Assets and Mechanics. These essential components interplay to construct and shape the game experience.

The platform has two basic blocks – game assets and mechanics. The game assets can be fungible and non-fungible. For example, gold, energy and others, which can be spent partially, are fungible assets. And unique resources, for example sword, car or lootbox are non-fungible.

Game logic always assumes gamer interactions with NFA, their creation, consolidation, destruction and any other manipulation with them. Any interactions with NFA are carried out through mechanics.

Mechanics is a pre-defined logic which makes some manipulations with assets. For example, create an asset, destroy it, upgrade and so on. You can think of them as functions, where the input set of assets changes to the output set of assets by predefined rules. We have identified about fifteen different mechanics, such as create, destroy, terminate, upgrade, lock and so on, but we can extend them at any time.

Rules predefined by gamedevs are stored in assets. When gamers play, they perform some kind of mechanics with their own assets and get some kind of result.

In summary, game assets (FA and NFA) and mechanics form the backbone of FinalBiome.

Game Assets

Game assets are integral parts of any game, serving as the entities that players interact with. They come in two main forms: Fungible Assets (FA) and Non-Fungible Assets (NFA).

Fungible Assets

FAs are resources that are universally applicable and can be partially consumed in the game. They're not unique and can be interchanged with other identical items.

For example, an in-game Currency with which a player can buy any asset or mana that a player has

Non-Fungible Assets

NFAs, on the other hand, are unique or standalone game resources. Each NFA is distinctive, often visually represented, and can be manipulated by the player.

For example, a sword in Diablo, a building in SimCity, a rifle in Counter-Strike

NFA Class & Instance

An NFA Class serves as a blueprint for creating NFA Instances and are configured during the game configuration phase. This class defines the inherent attributes and characteristics of the NFAs that will be created based on it.

The NFA class is required to configure assets during the game configuration phase.

If the "sword" NFA class is configured to have a strike force of 100, any "sword" NFA instance created by a player will have a strike force of 100.

note

Please note that FAs do not have classes as these assets are globally set and configured when the game is created. They are not player-created.

Game Asset Properties

Assets have characteristics that define a list of possible actions, ways of using, creating, destroying and other manipulations, as well as attributes that are related to the gameplay of the game.

Traits

Traits define how an asset is used and how it behaves. They stipulate the possible actions, usage patterns, creation methods, destruction processes, and other manipulations associated with the asset. Some assets might not have certain traits.

An Energy asset might have a Top Upped trait, while a Worker asset does not.

A trait might also require additional resources to specify its properties. These are configured at the game design stage. For a comprehensive list of available characteristics, refer to FA Traits and NFA Traits.

Resources & Attributes

Resources are an important concept in defining how an asset behaves and is utilized within the game environment.

Resources refine the traits of an asset with specific values, and they can add gameplay-related meanings to the asset.

The Worker asset may have Work Power property, which influence the asset's mechanics and provide value to the player. And trait like Producible might use the Work Power resource to determine which asset gets consumed and how fast it gets consumed.

Attributes have a simpler functionality and are used as a way to store application information. They can store necessary game information like color and can take either textual or numerical values.

Resources and attributes are set during the asset configuration phase.

Mechanics

Mechanics represent predefined logic that manipulate assets. They function similarly to programming functions: they take a set of assets as input and transform them into a different set of assets as output based on predefined rules.

During the game, the player manipulates certain assets through mechanics.

For example, “Armor drops from a killed Orc”, this is the generation of NFA “Armor” when destroying an NFA “Orc” using the destroy mechanic.

“Make profit from car wash every hour”, this is the generation of FA with the NFA “Factory” tied to the NFA “Earth” at a rate of N coins when finalizing the Xth block through the mint mechanic.

For a comprehensive list of available mechanics, refer to the Mechanics documentation.