# Task Objectives and Numeric System Settings

## Task Objectives

<figure><img src="/files/aSUVJOhh4IX5H8utYBTD" alt=""><figcaption></figcaption></figure>

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:&#x20;

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

<figure><img src="/files/wDAlXN1QZg8abiirETcI" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/NJX2XgOssRG6MiouO8Ys" alt=""><figcaption></figcaption></figure>

* 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:&#x20;

> "If Health < 5, the game ends."&#x20;
>
> "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.&#x20;

For example:&#x20;

* "Only obtaining a relic will increase Wealth."&#x20;
  * You can add specific number triggers, such as "If Wealth is high, it will more frequently trigger {char}'s protective instinct."&#x20;

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.


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