⚒️Topic 6: What You Can Do with Goal and Chapter

Use Goal and Chapter as Level Design. If you want to introduce new NPCs or new backgrounds for a new scene, definitely build it when the goals and chapters.

Currently our system does not support non-linear and multi-ending design.

What is a Value Based & Goal System? If you have question on this, you might first take a look at here

⚒️Topic 5: Value Based Game & Goal System

Some snapshot:

Set a specific number or a status for the players to achieve, the most common use of the goal system. Such as clean room progression, zombie slays number. Be creative!

We offer natural language as status check for SUCCESS in game, and numerical status check for FAILURES in game.

Reach a status means that your player hit the logic that the creator told the AI to make a check.

The player can 🏆 achieve a goal by:

  1. completing the content the creator put down in Goal and Conditions

  2. completing Task 1 / Task 2 or both of them (depend on the creator)

both of the terms can be natural language, let's say, let A do this or that, when condition XXX completed then the goal is completed. These words are all good and easy for the AI to understand.

You can make atomic level design by using multi-chapters and multi-tasks. Here are something that we've discovered:

Design Case 1: Player reach a status as a prerequisite for the next level

You can split your game into different LEVELS with chapter to make sure each level is completed by the player.

For example, if you want to let the player first design a character sheet, and then start the game in the next chapter. You might want to set the field as:

  • Goal & Condition: When the player complete the character setup and rate the character card as 100 score, then the chapter will complete

  • Goal Displayed to Player: Finish the Character Sheet and then Continue Adventure

    • Task: Confirm your character sheet by telling the NPC you will rate it 100

Since tasks design offer ½ completion, you can then split this into a more atomic level.

Design Case 2: Let NPC reach a status, so that Player can proceed

Design Case 3: Introduce a new NPC when a status is approached

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