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Sometimes the actions in a mission must occur in a certain order, while in other cases they are randomised. The tasks in a mission can be focused around the same gameplay behaviour or can consist of a random variety of different ones. After each task users are given a reward.


Missions are a series of task collections presented in a journey type fashion. The Objective generation is done through the following steps (if there is any effort left in the missions effort quota):

1. Three Behaviours from the Behaviour Table in the active Module Package are selected with weighted Randomness.
For each Behaviour, another probability number is used to decide whether or not to add a contextual element.
For each step in the progression, the number of required times the Behaviours are to be performed is increased.

The map consists of Tile Themes that consists of:

Background tiles used as background for all Asset tiles.

One theme end tile used as the last tile in the theme after all Asset tiles have been used. This tile will be placed above the first tile of the next theme.

Asset tiles placed above background tiles add assets like lakes, forests and castles to the map. These are randomly populated in the map.

A preview of the map theme is shown in the CMS.


The mission module will select objectives from available behaviours to populate each mission based on the Behavior Table & Module Package chosen in the CMS.

Each mission is generated when unlocked based on the Behaviour Table & Module Package chosen in the CMS.

Each objective is to be performed at least 1 time. More iterations are added as the user reaches higher missions based on the Behaviour Table & Module Package chosen in the CMS.

Completing a mission will grant the user a reward. The reward is based on variables set in the Behaviour Table & Module Package chosen in the CMS.

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