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Siobhan Smallworlds
SmallWorlds Crew
Joined: Jul 2008
Posts: 692

Posted 10-03-2008
Missions

Overview

Missions are a way for players to create fun, interesting and rewarding things to do for other players. Like “official” missions, player created missions reward the player XP and tokens when completed. The mission creator (the player who creates the mission) can also make tokens by charging other players a small fee for playing their mission.

Missions are essentially a list of tasks that the player is required to perform.

Each task can be completed by:
  • Saying or whispering something, emoting or performing an action (E.g. dancing)
  • Consuming or using an item (on themselves or others)
  • Interacting with one or more items (using the Interactions feature)
The mission creator can also define additional conditions, like where the player should be, how many other people should be there etc.

When a mission task is completed, the next task is activated for the player. When the last task is completed, the mission is considered completed and the player is given a reward of XP (Experience) and Tokens.

The XP Path for the mission (Social, Gamer, Artist or Explorer) is chosen by the mission creator.

Mission Rewards

The tokens and XP rewarded for completing a mission, is determined by a calculation that takes the following into account:
  • The number of plays the mission has had. As a mission gets more plays, the system becomes more “confident” about the average time taken, and pays out more generously. After 100 plays, the system has full confidence in the mission times.
  • The average time to complete the mission. In general terms, the longer the mission takes to complete, the bigger the payout. The system has an upper limit of 30 minutes per mission (i.e. if the average time to complete the mission is greater than 30 minutes, the reward will be limited as though it only took 30 minutes).
  • How fast the player completed the mission when compared to the average time. The faster the player is, the better the reward (up to 1.5 times the reward given to an “average” player). Likewise a slow player gets a small penalty, when compared to a player who completes close to the average time.
Note: If you change a mission by adding or removing a task, the system will lose confidence in the average time, meaning the rewards will be calculated as though it was a new mission again.

Interactions

Interactions are custom actions and reactions you can set for any item in the world. Interactions can be as simple as adding a button to one item, that causes a reaction on another item (E.g. flicking a switch to turn on a lamp).

Interactions can also be used to complete task steps for missions.

Event

An event is a message that can be listened for by any item in a space. It is essentially a way for items to “talk” to each other. When you send an event, you must give it a code. When you set up another item to listen for the event (under Reactions->Triggers) you give it the same code.

Using this system, you can do things such as opening a gate when someone turns on a lamp, or flicks a switch. In the example the Lamp or Switch would fire off the event, and the Gate would listen and react accordingly.

Counters

Counters are a special form of event, that can be used to listen for actions taking place on multiple items. Each items can be set up to increment the counter by a different value, depending on what state it is in.

The most common use for counters is to use multiple switches to “unlock” or open a gate. The way this works is to:
  • Decide on a code for the counter you want to use (E.g. “OpenGateCount”).
  • For each switch, increment the counter “OpenGateCount” by 1 when the switch is in the correct state. Increment it by 0 for all other incorrect states.
  • On the gate, open the gate when all switches are in the correct state. Therefore, if you had 3 switches, you would open the gate when the counter “OpenGateCount” is equal to 3. You would close the gate when the counter was less than 3.
Artifacts

Some items can give an Artifact (a special code or key) as a Reaction. Other items can test for the presence of this key in order to do a Reaction (under the “Extra Conditions” panel).

A good example of what to use an Artifact for is to make the player find a Key in order to open a Gate. To set this up you must:
  • Add a Reaction to the key that gives the player an Artifact when they do the “Pick Up” action (trigger). The Artifact can just be a made up code (like "GoldGateKey").
  • In the Reaction that opens the gate, under the “Extra Conditions” panel, put the Artifact code as being required in order to do the Reaction.
 

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