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Basic Concepts

Basic Concept of the XR.Voyage Game

  1. Planet (Location): When a new user joins the game, they receive an uninhabited planet. Factions can take control and develop these locations. The development and missions that take place on these planets are part of the game’s progression.
  2. Ship: In our XR.Voyage, a “Ship” is a fundamental construct of experiences and interactions among users. This virtual platform is a space that can be customized with various modules and functionalities, ranging from scripts to visual elements like glb files. A defining feature of the Ship is its ability to onboard other individuals, enabling shared voyages. As users traverse different planets or engage with diverse elements, those onboard the Ship are seamlessly immersed in the same encounters, promoting a sense of collective exploration and connection. It is important to note that each user is allocated their own Ship, which starts with minimal capabilities but can evolve and expand based on user interactions. The growth and enrichment of these digital vessels are intrinsically tied to mission objectives, underlining the collaborative nature of this dynamic platform.
  3. Crew: A crew operates a ship and consists of users with roles such as captain, engineer, scientist, trader, headhunter, artist, or passenger. Each role has access to different capabilities within the ship. Crew members need to occupy the same physical location (stationary position) within the ship to perform required tasks.
  4. Crew-roles: These roles provide access to different ship capabilities and influence the ship’s ability to complete certain objectives. Different roles may interact with different data panels within the ship.
  5. Mission: These are large-scale initiatives funded by factions. Missions are broken down into objectives, which ship captains decide to take on based on their crew’s competencies.
  6. Objective: These are specific assignments within a mission. The completion of these objectives, such as enhancing ship capacity and capabilities or developing planets, contributes to the game’s progression. These objectives are achieved through event-driven interactions.
  7. Faction: Factions are powerful groups that control locations, own ships, and issue missions. A faction’s status as friendly or unfriendly can influence its relationships with users.
  8. User: All users are passengers, but some also hold roles within a crew. Users join the game by receiving a planet and a ship. They can join a crew, taking on a specific role, and participate in objectives within missions.
  9. Passenger: All users are passengers. Passengers have fewer responsibilities or powers than crew members, as they are not part of the crew and do not have access to the same capabilities.
  10. Friendly/Unfriendly: This status affects how a faction interacts with users and possibly other factions.
  11. Control: Factions can control locations. This control is presumably a goal for factions and could confer certain benefits.

The game operates in a 3D VR environment. Ships are designed as spheres with data panels all around, allowing for event-driven interactions. These interactions provide a shared experience and cause-effect dynamics for the crew.