RPGGO Creator Tutorial
  • Welcome to RPGGO Creator Handbook
  • Start Here
    • 🎨Getting Started
    • 🏀Things You Can Do as a Creator
  • Creator Tutorial
    • 🟢Quick Start
    • 🔮Creator Program
    • Understand the System
    • Build - Map - 2D Pixel AI Town
    • Build - Game
      • ⚒️Topic 1: How to Let AI Output Key Messages and Items In Game
      • ⚒️Topic 2: Write Powerful Lores
      • ⚒️Topic 3: Make Choice Selection / Q&A Based Game with Strict Order
      • ⚒️Topic 4: Make Dungeon Game with Dice Roll
      • ⚒️Topic 5: Value Based Game & Goal System
      • ⚒️Topic 6: What You Can Do with Goal and Chapter
      • ⚒️Topic 7: Add Customized Images in Prologue and Endings
    • Build - Character
    • Build - Module
    • Copilot - Create with AI
    • 💁Tip 1. Guide the Basis of the Content with Opening Line
    • 💁Tip 2. Format the Responses
    • 💁Tip 3. Talk to AI in Ways It Understands
    • 💁Tip 4. Generate Great Images for Avatar and Poster
    • 💁Tip 5: Build a Bot as Tool
    • ❓Frequently Asked Questions
  • Game Creator Log
    • 🕵️Which One is the Spy
    • 🐙Squid Game
    • 🗺️2D Pixel AI Town - After the story, MLP 2D game Dev blog
  • Import Data from Other Products
    • From Character Card - Silly Tavern / Chub.ai
    • ❓FAQ for Import
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  • SUCCESS - TRIGGER CONGRATULATIONS ON GAME or TO THE NEXT CHAPTER
  • FAIL - TRIGGER GAME OVER
  • No GOAL
  1. Creator Tutorial
  2. Build - Game

Topic 5: Value Based Game & Goal System

PreviousTopic 4: Make Dungeon Game with Dice RollNextTopic 6: What You Can Do with Goal and Chapter

Last updated 4 months ago

When a multi-chapter game is played by a player, it needs to be proceed to the next chapter when a Goal is completed which means that if there is no goal in a chapter, the chapter can be played forever as well.

SUCCESS - TRIGGER CONGRATULATIONS ON GAME or TO THE NEXT CHAPTER

There are three fields to tell when the game can pass:

  1. Goal & condition for writing the sentence.

  2. & 3. Task list If the goal is split into two steps for accomplishment.

Set the objectives and victory condition in this format, the system will check the goal: [who] [do] [what] will complete the game, [if X] Examples

  • One of the characters admits to date with the player

  • The player points out the culprit. The answer is: John.

  • The player gets the Line ID from one of the character.

  • Miyu's happiness reaches 100%.

  • No goal for this game.

FAIL - TRIGGER GAME OVER

Failed When represents the case you want the player to lose the game. You can turn this into 2 value-based conditions. Game Fail Condition can be assigned to Game, Player, a Single Character or All Character(including player).

The value system is directly tied to failure conditions, allowing you to specify up to two distinct attribute values for different endings. These conditions can be set at different levels:

  1. Game Level: Affects the entire game state

    1. Example: You can put down the total round as the restriction for Game, and the spaces can be written as: Game, Round = 0; Initial Value = 10 for a 10 round game

  2. Player Level: Targets player status

    1. Example: For restriction on HP: Player, HP = 0, Initial Value = 10

  3. Character Level: Applies to individual characters or all characters

    1. Example: For gain on one character's Trust: [Character Name], Trust = 10, Initial Value = 0

    2. Example: For all characters' Mana: All Character, Mana = 0, Initial Value = 100You can efficiently set universal attributes for all characters at once, and these will be displayed on the gameplay page.

If you want to trigger both conditions to fail, check mark Does both of them need to be triggered for Fail.

No GOAL

If you want to turn off the Goal, Check mark No Goal in this Chapter

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