8BTC: COCOS-1808 NFT standard features: it can carry Frostmourne across World of Warcraft and Hearthstone
With the NFT wave is booming now, we should pay attention to the corresponding NFT standard concepts. In the industry, grasping the concept and formulating is generally to grasp the first opportunity.
This article will introduce the BCX-NHAS-1808 (also known as COCOS-1808) non-homogeneous digital asset standard proposed by team members who established the project Cocos-BCX in 2017,also were from Cocos engine,which is one of the world’s three largest game engines .
To put it simply, the COCOS-1808 standard proposed a set of unified and extendable digital asset standards and specifications, providing new asset-based business models, and a unique worldview-backed economic system for digital assets, aiming at providing a complete and convenient development environment for game developers, thus to dig out features of blockchain game and enable industrial-level game development on blockchains.
The picture below is one of the scenes where Cocos-BCX introduced the COCOS-1808 standard.
Support assets to “cross” multiple games under the framework of the rules, without affecting each other’s balance
The COCOS-1808 standard supports open and conditional asset flows, allowing digital assets to flow in different games at the same time, giving assets “domain” attributes. Domains are protected. Each domain is bound to one or several contracts that are only responsible for itself, representing a dedicated data area of the game world. The data between different domains can be read from each other but cannot be rewritten without authorization.
This kind of flow is not realized in traditional games. If Blizzard has created a complete World of Warcraft, the completeness of the worldview can be described as unparalleled. However, although players can log in to “World of Warcraft” and “Heartstone” with an account, babies captured in “World of Warcraft” will not become cards in “Hearthstone”. The COCOS-1808 standard supports this kind of imaginary space. If you obtain “Frostmourne” in “World of Warcraft”, you can use it as a prop card in “Hearthstone”.
Examples of the migration of on-chain game assets in different game worlds within the worldview
The COCOS-1808 standard also supports the flow of assets between different worldviews. For example, “Heroes of the Storm” is compatible with World of Warcraft, Dark World, StarCraft, and Overwatch. Magic and technology have not caused a balance conflict. The COCOS-1808 standard also has compatibility and “relative attributes” rules involved, so that the circulation of items will not have an impact on other games. The limitation of the “World Wall” also prevents the “Frostmourne” in “Heroes of the Storm” from being cut off by the “Ashbringer” with “World of Warcraft”.
Such a relatively complete rule design can help developers save development effort. Especially for developers who want to enter blockchain games, low development cost means that developers can devote most their energy and funds to the development of gameplay and other aspects. Props can be circulated and the planning pressure will be reduced accordingly, and the game flow will be “shared” with each other to increase game activity.
Cocos-BCX public information shows that in case developers are still limited by energy, funding and other issues, the COCOS-1808 standard will also help to support multiple developers to jointly build a worldview, share costs, and share benefits.
Assets are controlled by players, with separate permissions, supporting richer asset circulation and usage models
The COCOS-1808 standard guarantees players complete ownership of their own assets, but the player’s control authority over the asset domain data is limited to the complete removal of the specified domain data, rather than modifying the domain data, so as to prevent the owner from modifying these domain data to cheat.
In traditional games, the ownership of player assets has always been very subtle. It is not so much attributed to the player as it is deposited in the player’s account. Developers or operators can determine the value of assets or even delete assets. Once the game ceases operations, then players don’t even have assets to miss. The COCOS-1808 standard supports that the player’s assets belong to the player. Even if the game is shut down, players can still find the corresponding character props in their assets, and have the opportunity to transfer the assets to other games to reduce the risk of asset loss.
Cocos-BCX also refined the authority system of existing assets during the design, and divided the right to use and to own of the asset. The right to use determines whether the user has most of the operation authority of the asset, and the ownership determines whether the user has the right to operate the asset. Actual ownership and key operation rights, and specific operations may require the joint authorization of the owner and the user to proceed.
The owner of the asset can also delete specific domain data.In an explaination, when the prop has a strengthening error in a certain game world, and the player wants to give up the influence of this world on the equipment, he can delete the domain data corresponding to the game world. The prop then returns to the state of just entering this world. This process is similar to the game’s rollback file mechanism, and this operation is for data deletion of specific assets and specific domains, without losing the player’s other equipment data or the data of this equipment in other game worlds.
In conjunction with the improvement of the authorization system, developers can use COCOS-1808 to easily implement business logic that traditional chain/contract systems cannot do, such as aave, pledge, pawn, etc.
Taking the logical realization of pledge as an example, the developer defines the functions of each process of the pledge business in the contract. When the pledge behavior is achieved, the contract function works through the combination of changing OP ownership and general OP transaction etc. to realize pledge payment,change of ownership etc., using the OP timed task of the chain to define business behaviors such as retrieving the right to use when the mortgage expires or returning the ownership when redeeming within the time limit.
The COCOS-1808 standard provides more room for imagination. For example, in a car racing game, developers can lease the right to use a garage to players,then collect rent, and form more revenue models. In order to obtain greater profits, rental players also spontaneously recruit new games to acquire more customers, and improve the service model of garages.
Ensure security by separating data storage, identity contract verification, etc.
This part involves assets requires careful security measures. The COCOS-1808 standard needs to complete the initial definition on the chain and operate through smart contracts, and contains a more complex data architecture and combination design. Cocos-BCX set out to make several improvements to the data structure and process.
According to the official information of Cocos-BCX, the asset data and logic in Cocos-BCX are separated. On the basis of ensuring the cross-chain characteristics, it is ensured that the asset owner has complete ownership of the asset. In Cocos-BCX, the data of homogeneous, non-homogeneous assets and smart contracts are all designed with separate storage. This is not only helpful in reducing data circulation consumption, improving chain efficiency, and facilitating cross-chain transmission, but also a more capable design of data security.
For functions involving sensitive operations, Cocos-BCX allows developers to define contract execution mechanisms with identity verification. Contract functions with verification will only be executed when called by callers that meet the requirements, preventing hackers from maliciously executing specific contract interfaces of illegal asset operations.
For contract authority, Cocos-BCX also uses domain design to control contract authority. That is to say, the contract can obtain all domain data in the COCOS-1808 standard asset expansion data, but its modification authority is limited to the domain in which the current contract is located. For example, “Onmyoji” can know the attribute data of the props in “Decisive Battle in Peace Beijing” , But the changes to the props will only affect “Onmyoji”, but will not affect “Decisive Battle Peace Beijing”.
In summary, the COCOS-1808 standard can return asset ownership to players, support the flow of assets between games, and will not disrupt the game balance. While ensuring the security of player assets, it can also lower the developer’s development threshold and provide a more complete development environment. This will attract more players and developers to enter the blockchain game industry, and then a positive cycle, bringing in more funds, promoting the development of blockchain games, while also promoting the migration of existing game chains, and further promoting the blockchain game industry improvement.
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- Telegram CN：https://t.me/CocosBCX
- Telegram Blockchain Games: https://t.me/COCOSBlockchainGames
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- Developer Document：https://cn-dev.cocosbcx.io/
- COCOS Bounty: https://bounty.cocosbcx.io/
- Cocos-BCX Blockchain Explorer：https://explorer.cocosbcx.io/