Activities
Last updated
Last updated
These activities are not separated from each other for the most holistic view of the game, as in-game resources are required to create clothing. Resources can be obtained through purchases on the Marketplace, or grown on plot.
In the process of growing plants, players take part in placing seeds on their land, watering them, fertilizing, and taking care of plants (cutting branches, adding soil). Users can engage in pest control and weed elimination, as well as harvesting, obtaining new seeds and seedlings.
From the available in-game resources (whether it's materials for making clothes or unique dyes) users can create clothes for their character. Clothing crafting takes place in factories where users send their resources.
Dendroids and player friends can help with tending the garden and taking care of plants.
Users can create designs, prints, and patterns for clothing, vehicles, and in-game items of their own. The first stages involve randomization or procedural generation, while the later stages involve providing the community with constructors or an editor to create their own assets.
Generated prints, clothing, vehicles, and accessories users can sell or buy from other players. Assets that are unique in rarity can be rented out for events.
An in-game activity that opens up the possibility for users and companies to hold open and closed shows of their collections.
Players can combine collections, advertise events, create auctions, and resell clothing and other items from the shows. Community rewards are available: giveaways, opportunities to purchase unique game assets during the event (no other such assets will be available in the entire game world). For business, it's an opportunity to test-show the collection to interested people and get feedback from a real audience.
Users can buy and sell vehicles, change the design of vehicles (make them similar in style to the character) as well as hire and train a driver-ent.
Opportunity to conduct master classes inside the game. They can be dedicated to:
plant properties;
landscape design;
stylists' work;
designers' work;
technical implementation and adding NFT to a project;
tips on promoting within the community and developing in the game;
and other topics
To diversify the game's mechanics, new biomes will be added in the future. For new biomes, it is necessary to obtain plant mutations and prepare the character and dendroids to start exploring new lands. Preparation will take place by breeding plants and the emergence of their unique mutations, making it easier to care for one or another biome. For example, less water consumption, frost resistance, heat resistance, and others.
As the project develops, the following mechanics can be added:
ability to rate things in showrooms and put reactions (feedback for brands and users);
ability to give likes or special marks to other avatars;
create user ratings and tops. For a place at the top players receive rewards or unique offers (for example, closed shows);
ัatastrophe events that complicate resource extraction;
linking to man-made activities to highlight the problems of the modern world.