Taurion — True Blockchain Gaming — Decentralised Sandbox MMO — Human Mining

A massive world to explore
  • A Persistent Sandbox MMO
  • Massive Autonomous World with no servers
  • Cannot be shut down
  • Prospecting / Mining — Human Mining — Earn Crypto / Assets by playing — (truly decentralised and provably fair asset acquisition)
  • Strategy / Social / Alliances / Betrayal / Reputation
  • Factions
  • Trading / Market Place
  • Building
  • Crafting
  • Transporting
  • Hiring / Escorting
  • Exploring
  • Combat
  • Training
  • Vehicles
  • And much more…

Base Map Completed

  • A Base Map has been designed that consists of approximately 64 million hexagonal tiles. (~8000 x ~8000)
  • Dependent on vehicle movement speed (light vehicles are fast, heavy vehicles slow, and also some upgrades will increase/decrease speed), it could take from 1 day to months to traverse the entire map
  • The map has obstacle layers that are not walkable
  • It has been integrated into the backend code base (it’s part of the Game State Processor)
  • Graphic tweaks and areas will be added to the map over time.

Character Creation

  • Base character creation has been implemented into the GSP and front end
  • You can now create a XAYA name inside the game (e.g. p/snailbrain)
  • You can now create a character registered to a name and select its faction
  • Choose between 1 of 3 factions (red, green, and blue for now)
  • Costs 5 testnet CHI
  • Characters spawn on the map

Vehicle Movement

  • Vehicle movement is implemented into the GSP and front end
  • The game-state code supports movement of speeds from 0.001 tiles per block to 10+. In the testing version, this is fixed
  • Speed in released game will depend on:
  • Vehicle type
  • Vehicle addons
  • Player skill levels
  • Vehicle debuffs (being slowed)
  • Ground type (swampy? hard? sand?)
  • Computes shortest path / avoids obstacles

Combat / HP / Shield / Regen — All tracked in the game state of the game

  • Basic base combat implemented in GSP (backend) and front end.
  • Each vehicle attacks the closest enemy (other factions ATM) — this computation alone would be too costly on other platforms (in a decentralised autonomous way)
  • Each vehicle does damage to the other vehicle each block. In the released version, damage is based on:
  • Weapons
  • Damage resistance against type of weapon used against
  • Some small amount of luck (dice roll)
  • Vehicle speed, complexity — a massive battle vehicle will have a hard time hitting a tiny fast vehicle, but if it does hit, it will do enormous damage
  • Each vehicle has Armour Health Points (shown in red)
  • Each vehicle has Shield Health Points (shown in blue)
  • Shield HP regenerates over time
  • When a vehicle dies, that character is removed from the game world (for now)

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