Introducing: Attributes & Behaviors

The Sandbox
The Sandbox
Published in
5 min readJul 28, 2020

In The Sandbox, creating a game experience requires the use of ASSETS. These ASSETS come in the form of Avatars, NPCs, Enemies and much more. Each of these ASSETS have a defined set of Attributes & Behaviors that cement their characteristics in The Sandbox Game Maker.

1: Import ASSETS as an NFT, 2: Select Attributes with GEMS

Attributes & Behaviors for ASSETS are comprised of 3 rule sets:

1. Scarcity
2. Attributes
3. Behaviors

1. Scarcity

Scarcity represents the total number of copies that will ever be available for a particular ASSET. It is determined by Gems & Catalysts.

Catalysts are utility ERC-20 tokens burnt on usage. They define your ASSET’s tier and scarcity displayed in the Marketplace. A Catalyst adds empty sockets to your NFTs that can be filled with Gems.

The higher quality the Catalyst, the more sockets your ASSET will have. In other words, the higher the tier, the lower the scarcity, and the more powerful the ASSET!

Catalysts are divided into four different tiers: Common, Rare, Epic and Legendary. Each tier defines the number of sockets and the scarcity of your ASSETS. To obtain Catalysts there will be several mechanics in place in the metaverse which will be announced at a later date.

Below is a breakdown of the Catalysts’ tiers and the number of sockets for each:

  • Common Catalyst: 1 Gem socket, up to 25 Attributes — 20,000 copies of the ASSET.
  • Rare Catalyst: 2 Gem sockets, up to 50 Attributes — 4,000 copies of the ASSET.
  • Epic Catalyst: 3 Gem sockets, up to 75 Attributes— 1500 copies of the ASSET.
  • Legendary Catalyst: 4 Gem sockets, up to 100 Attributes — 200 copies of the ASSET.

For more information, please see this detailed article about Gems and Catalysts.

ASSETS will have a maximum number of copies that can be minted depending on their rarity:

  • Common = Maximum 20,000 copies
  • Rare = Maximum 4,000 copies
  • Epic = Maximum 1,500 copies
  • Legendary = Maximum 200 copies

2. Attributes

Attribute numbers are defined by Gems & Catalysts. There are currently a total of five Attributes that determine the strength of an ASSET: Power, Defense, Speed, Magic and Luck. An ASSET can be assigned one or more of these Attributes through the Gems and Catalysts system.

Attributes play a big part in the creation of game experiences. They represent the key element that defines the rarity of an ASSET. When building an experience, creators will have the possibility to view the ASSET’S Attributes displayed on its interface.

The value of each Attribute ranges from 0 to 100. One Gem can give you between 1 and 25 points per Attribute. Values are rolled when using GEMS on an ASSET, and the more GEMS used when minting or modifying an ASSET, the higher the Attribute roll.

GEM & Attribute System (Exact Numbers TBD)

Creators also have the option to stack up GEMS with the same Attribute. In this case, when you roll two identical GEMS on your Catalyst (2 Power GEMS, 2 Defense GEMS, etc.) you are automatically guaranteed a minimum of 25 points for that Attribute. The range then varies from 26–50.

For example, if you stack 2 Power GEMS the equation looks like this: Power = 25 points (from the first GEM) +1 to 25 points (from the second GEM)

(Two Power Gems are stacked with a Magic Gem for this ASSET)

Attributes on ASSETS are read by Behaviors to modify intrinsic values.

When a Behavior is assigned to an ASSET, its default values will be adjusted by the ASSET Attributes.

In the picture above, the ASSET has 10 hit points, 4 damage points, 2 speed points and 8 detection points. In this scenario, our creator used GEMS and Catalysts to improve its Attributes. The BOAR now has 2 Power GEMS and one Magic GEM that it can use to inflict more damage to its enemies (+6) as well as a stronger detection ability (+2). Since its Catalyst holds no Speed or Defense GEMS, its hit points and Speed remain the same as a regular BOAR would have.

The creator has the possibility to edit those values in a certain range (0 to Max).

/!\ If the creator leaves those default values: The game can be meta-enabled*.
/!\ If the creator modifies those values: The game cannot be meta-enabled*.

*Meta-enabled means it will be compatible with The Sandbox Meta-Gameplay mechanics. Soon

3. Behaviors

Behaviors are a set of parameters that pre-determine the possible actions taken by an ASSET (a door that can be opened manually, a bird that will fly within a certain radius, etc.) in our Game Maker.
These are present to allow each avatar, NPC or element to conduct themselves in a logical way within game experiences.

Behaviour example: “Plant”

ASSETS come with a default behaviour set, which allows users to just drop them into a LAND and see them in action. For instance, a bird will be assigned a flying behavior whereas a fighter NPC will have an attack behavior. On top of that, to add to game complexity, an ASSET can be compatible with various behaviors and have multiple uses.

Let’s take the 4 Premium ASSETS that will be sold during the 4th round of the LAND presale as an example. Here are the default behaviors that these ASSETs will have:

  • Doe = Ground Herbivore — will eat plants, tree leaves, will flee when it encounters predators
  • Mummy Enemy = Enemy Fighter — will attack heroes upon encounter
  • Spider = Ground Predator — can patrol on ground, detect and attack prey within a given range
  • Dragon = Enemy Fighter — will attack heroes upon encounter

These behaviors are assigned by default but the ASSETS have much more to offer. A separate article details everything there is to know about these creatures — READ MORE: https://medium.com/sandbox-game/introducing-premium-assets-510ea32dd66f

Join our community: https://linktr.ee/sandbox

--

--