Task Objectives and Numeric System Settings
Last updated
Last updated
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.
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."
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.
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.
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.