Rochat Book
  • 💓Welcome to Rochat Book!
  • How to Create a Character on Rochat
    • Create Character Method 1: Custom Creation
      • Character Info
      • Greeting
      • Personality
      • Model Selection
      • Scenario
      • Example Dialogue
      • Public Info
      • Character's Note
        • How to Hide Character's Reply?
        • How can CoT be utilized in Character's Note
      • Appearance and Voice
      • Auto Memory
    • Create Character Method 2: Image Creation
    • Create Character Method 3: Link Creation
  • How to Create a Gold Card on Rochat
  • How to Create Persona on Rochat
  • How to Create a Scene on Rochat
    • How to Create a Scene
    • Scene Description
      • How to Set Status Bars in Scenes
    • Greeting
    • Background Music
    • Scene's Note (Optional)
      • How to Hide Character Responses in Scenes?
      • How to Use CoT in Scene Notes?
    • Background Image Settings
  • How to Create a Group Scene on Rochat
    • New Features for Group Role-playing
    • How to Create Group Scene
      • AI Write
    • Scene Description
    • Greeting
    • Background Music
    • Model
    • DM Note (Optional)
      • How to Use CoT in DM Notes?
    • Public Info
  • How to Create a Game in Rochat - AI AVG
    • AI Write
    • Game Protagonist and background
    • Task Objectives and Numeric System Settings
    • Player Settings
    • Game Scene Settings
    • Instructions
    • Page 8
  • ❤️‍🔥About Rochat
    • FAQ
      • Frequently Asked Questions
      • Account FAQ
      • Subscription FAQ
    • Social Media Links
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  1. How to Create a Game in Rochat - AI AVG

Game Scene Settings

Here are some examples:

Scene Names

  • Hall

  • Library

  • Basement

  • Garden

  • Master Bedroom

Scene Descriptions

Each scene description should contain specific details and rules. For example:

  • Hall: A spacious hall adorned with ancient paintings, with a worn-out carpet on the floor. Players can find a hidden staircase here.

  • Basement: A dark, damp basement filled with old furniture and clutter, with a musty smell in the air. There is a locked chest here, and players need to find the key to open it.

Numerical Trigger Rules

Each scene should include specific numerical trigger rules to ensure game progression and logic. For example:

  • If health is below 20, players will encounter additional enemies upon entering the basement.

  • If progress is above 50, players can find a useful book in the library that increases the progress value by 20 points.

Scene Types

  • First chapter

First chapter is the opening of the game, containing the story's beginning and player choices. For example:

Story Start:

The player has just entered the manor, it's late, and the surroundings are silent. Suddenly, the door closes behind them. The player needs to find the exit of the manor and uncover its secrets.

Player Choices:

  • Explore the hall

  • Go to the library

  • Check the basement entrance

Process Chapters

Process chapters contain various events and puzzles in the game. The order of these chapters can vary based on player choices.

Final Chapter

The final chapter is the game's conclusion, containing the goal and logic. For example:

Numerical Trigger Rules:

  • If health is 0, the player dies, and the game ends.

  • If progress reaches 100, the player successfully uncovers the manor's secret, and the game is won.

  • If fear reaches 100, the player loses their sanity due to excessive fear, and the game is lost.

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Last updated 10 months ago