Metadata Structure
Last updated
Last updated
We have designed our game to contain SFTs divided into two categories: resources and items. We have considered resources the intermediaries to purchasing or crafting, while items can be equipped and used in order to advance into the game's plot. Each item has power attributes depending on the level and the base material which it is built of.
The structure is straight forward and simple as most data is stored directly on-chain for the attributes of the items.
We have the sip-16 specified because it follows the metadata standard. Fields to be easily readable and displayed, especially on marketplaces, such as name and image. Attributes field to describe the type, which is resource for all the resources. Properties field for the in-game image representation of the item and the collection it belongs to.
Similar to what the resource structure looks like, with some slight updates. The name includes the element of the item ( wood, iron, enhanced ), the type of the item ( sword, armor, helmet etc. ) and the level of the item so it is easily readable on the marketplaces. These are also present in the attributes as three different ones, level also being a number. The properties are the same format as on the resource metadata.