Progression #
Progression is a versatile Hiro meta system allowing players to advance in various aspects of the game, such as skill trees or saga maps. It’s unique within Hiro as it functions as a dynamic dependency tree to formulate intricate progression systems.
It enables the creation of progressions that are contingent on other Hiro meta systems, meaning players can only advance by meeting specific prerequisites like completing certain achievements, acquiring particular items, or reaching a minimum set of stats. Furthermore, progressions can serve as prerequisites for other progressions and offer rewards to players upon completion.
Customization parameters #
All progressions and their configuration is done through a JSON definition.
The following JSON represents the customization parameters you can use to configure the default user experience for the Progression system.
|
|
Progressions #
The JSON schema defines a progressions
object which must contain individual objects for each progression you wish to define in the system, keyed by id. You can configure as few or as many progressions as needed for your desired gameplay.
Property | Type | Description |
---|---|---|
progressions | string:Progression | A map of all progressions. |
Each individual progression may define the following:
Progression #
Property | Type | Description |
---|---|---|
name | string | The name of this progression. |
description | string | The description for this progression. |
category | string | The category for the progression. |
additional_properties | string:string | A map of key value pairs that can contain additional context. |
preconditions | PreconditionsBlock | The requirements for this progression. |
reset_schedule | string | The reset schedule in CRON format. |
Preconditions block #
Property | Type | Description |
---|---|---|
counts | string:int64 | A map of progression IDs and counts that must be met. |
cost | ProgressionCost | What must be spent to unlock this progression. |
progressions | []string | Progression IDs that must be met. |
achievements | []string | Achievement IDs that must be met. |
items_min | string:int64 | A map of item IDs and minimum counts that must be met. |
items_max | string:int64 | A map of item IDs and maximum counts that must be met. |
stats_min | string:int64 | A map of stat IDs and minimum counts that must be met. |
stats_max | string:int64 | A map of stat IDs and maximum counts that must be met. |
energy_min | string:int64 | A map of energy IDs and minimum counts that must be met. |
energy_max | string:int64 | A map of energy IDs and maximum counts that must be met. |
currency_min | string:int64 | A map of currency IDs and minimum counts that must be met. |
currency_max | string:int64 | A map of currency IDs and maximum counts that must be met. |