SUI Warlords
  • SUI Warlords
  • Core Mechanics
    • Game Loop
    • Tokens/Coins
    • Warlord Stats
    • Warlord Classes
    • SUI Mojo
  • Game Pages
    • Game/Main
    • Hall
    • Barracks
    • Temple
    • Camp
    • Forge
    • Smithy
    • Artificer
    • Dungeons
    • Bazaar
    • Colliseum
    • Prospector
    • Guild Hall
    • Black Market
  • Tables
    • Leveling Stat Growth
    • Warlord Min/Max
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  • Dynamic NFTs
  • Randomness
  • Transfer to Object (Shared)
  • GraphQL
  • SUI::Coin
  1. Core Mechanics

SUI Mojo

Dynamic NFTs

SUI Warlords extensively leverages the dynamic NFTs on SUI. Warlords can have names and descriptions changed. They can be leveled, they can progress through classes, and are also leveraged for token emissions. Our Weapons/Armor/Equipment can all be enhanced which increases stats of the base item.

Randomness

We're leveraging extensive randomness throughout the application. From stat RNG on base Warlord creation, to RNG stats on every level up and item enhancement. Also leveraging RNG for variety within our grades to provide functional sub-rarities.

Transfer to Object (Shared)

Our "reservoir" object is a shared object on chain which holds all of our utility tokens. Blood / Time / Common / Uncommon / Rare / Legendary / Mythic are all automatically provided to users based on specific interactions. Reservoir withdraw operations are protected with public (package) and then gated through either burn mechanics or time based emissions tied to our Warlord objects.

GraphQL

Currently leveraging GraphQL only for our chain API. Using a few tailored queries we can pull all our chain state quickly and efficiently along with providing for targeted refresh contexts to keep our lookups/updates quick.

SUI::Coin

All 7 coins leverage the SUI Coin standard highlighting how quick and efficient it can be to create & distribute new coins easily to support game utility in a secure fashion.

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Last updated 1 year ago