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Leaderboard: Property has an associated leaderboard
Property is also returned with every leaderboard
Property is returned with every leaderboard
Core ?
Properties are a player's core stats and are often used as prerequisites in evaluating the validity of Events.

Starting amount: the Property value new users begin with.

Bonus amount per level: the amount the Property should increase or decrease when a player levels up.
Advanced ?
Enable Maximum & Regen
Properties that get consumed or used up as a player completes events often require a maximum and regeneration.

Maximum: create useful throttles to restrict the number of events that can be undertaken by a player.
Maximum value for this property: the starting default maximum for this Property.
Bonus to maximum each level-up: the amount the maximum for this Property should increase or decrease when a player levels up.

Regeneration: Properties can automatically change over time.
Amount to regenerate: the value of the automatic increment of the Property.
Regen period: the time in seconds between automatic increments.
Maximum
Regeneration
Edit types
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Equip/Activate Bonuses ?
Activation bonuses: the effect the Virtual Good has on player Properties when it is activated. This is cumulative and can be either positive or negative.
Consume Bonuses ?
Is Consumable
Make this object consumable, and apply bonuses when it is consumed. Consuming will remove the object from the player.
Sell Bonuses ?
Is Sellable
Make this object sellable by players, and set the bonuses received on sale.
Variables (properties) ?
Variables: are properties that you can attach to items.
Requirements ?
Events: measure players against a set of requirements and, if successfully met, can change player Properties and grant Virtual Goods.

Requirements: lets you set Property values or Virtual Goods as pre-requisites for players completing the Action.
Costs ?
Costs: set Property values or Virtual Goods as costs for players completing the Action.
Rewards ?
Rewards: set Property values or Virtual Goods as rewards for players completing the Action.
Requirements ?
Requirements: lets you set prerequisites that must be met for players to be able to complete the Purchase.
Costs ?
Costs: set Property values or Virtual Goods as costs for players completing the Action.
Rewards ?
Rewards: set Property values or Virtual Goods as rewards for players completing the Action.
Requirements to Send ?
Requirements: to send this gift to another user.
Costs to Send ?
Costs: what it will cost the user to send this to another user (often nothing).
Gift Reward to giftee ?
Gift Rewards: the gift itself - what does the receiving user get as a gift.
Reward for sending ?
Sending Rewards: any benefits that are given to the user doing the sending.
Facebook Settings ?
Each of these settings are required to support Facebook purchases
Rewards ?
Rewards: what the player gets upon completing the Facebook transaction
Rewards ?
Rewards: what the player gets upon completing the App Store transaction
Chrome Webstore Settings ?
Each of these settings are required to support Chrome Webstore purchases
Rewards ?
Rewards: what the player gets upon completing the transaction
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Script identifier:
Identifier cannot be blank
iKey must be unique
Reserved key: please choose another