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.
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