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
Powered by GitBook
On this page
  • Task Objectives
  • Numeric System Settings
  • Example of Value System Settings
  1. How to Create a Game in Rochat - AI AVG

Task Objectives and Numeric System Settings

PreviousGame Protagonist and backgroundNextPlayer Settings

Last updated 10 months ago

Task Objectives

The best practices for mission objectives are:

  • The objective statement needs to correspond with the final scene.

  • The objective statement needs to correspond with the success and failure values.

For example:

The main goal of the game is for {user} to uncover the hidden secrets in an ancient haunted manor. {user} needs to explore various rooms in the manor, solve puzzles, collect clues, and ultimately lift the curse of the manor.

Numeric System Settings

  • The value types include progress values, success values, and failure values.

  • A game setting should not have several values with the same name.

  • You need to clearly describe the rules for value changes in the value system.

  • Values must be integers.

  • The value system must have and only one success value, which will be displayed as progress in the game and directly determine the completion status of the game mission.

  • The final value of the success value must always be greater than the initial value. It is recommended that the final value be 100, and the initial value be 0.

  • The value system must have at least one failure value, without which the game will fail.

You can also use ">" and "<" to create value conditions.

For example:

"If Health < 5, the game ends."

"Every time {user} gets into a fight or gets injured, Health decreases by 10."

⚠ The game might increase or decrease values against the story development you set, and when you encounter this situation, it means you need to establish more rules.

For example:

  • "Only obtaining a relic will increase Wealth."

    • You can add specific number triggers, such as "If Wealth is high, it will more frequently trigger {char}'s protective instinct."

For decrease and increase, it is best to include reasons, such as:

  • "If {user} is injured, Wealth decreases by 2 points. If {user} is healed, Wealth increases by 2 points."

Example of Value System Settings

Health

  • Initial Value: 100

  • Final Value: 0 (The game ends when Health is 0)

  • Rules: Every time {user} gets injured in battle or encounters a trap, Health decreases by 10 points. Every time the player finds medicine or rests, Health increases by 20 points.

Progress

  • Initial Value: 0

  • Final Value: 100 (The game is completed when it reaches 100)

  • Rules: Every time {user} finds an important clue or solves a puzzle, Progress increases by 10 points.

Fear

  • Initial Value: 0

  • Final Value: 100 (The game fails when Fear reaches 100)

  • Rules: Every time {user} encounters a terrifying event or enters a dangerous area, Fear increases by 20 points. Every time {user} finds a courage item or interacts with an NPC, Fear decreases by 10 points.