Glossary
Ascension
Ascension
- The act of moving from one
Stage
to the next. - The player loses all their Generator Units and Game
Currency
, but retains all other progress.
Ascension Score
- A value used to determine what
Reward
a player gets when Ascending. - How the value is generated varies by game. In TPB, the value is dictated by how well the player does in a tapping mini-game at the end of each
Stage
. Another implementation could generate the value based on how well the player has done within theStage
.- In
CanvasAscensionGameplay
, we introduced the fielddouble _ascensionPower
multiplier and the tapping mini game to mimic the calculation of such ascension score.
- In
Ascension Score Required
- The Ascension Score needed to return a specific
Reward
. - Functionally, the threshold for each prize tier in the Ascension Reward asset.
Collector
Collector Entity
Collector Entity Data
Collector Data
Collector Balance
Collector Balance Base Payout Amount
Collector Balance Payout Entity Id
Collector Balance Base Duration
Content
Content
Looping Content
- A
Content
which has an infinite number ofStages
which are generated by looping through theStages
. Once the player reaches the finalStage
, they can Ascend and return to the firstStage
. This is usually accompanied by an increase in the difficulty of theStage
. An example of Looping Content can be found in the IdleKit-examples repository.
Stage Ids
- The Ids of all the
Stages
within theContent
.Stages
will usually be played in order by the player when Ascending.
EventContent
EventContent
EventSettings
EventSettings
Exchangeable
Exchangeable
Exchange Rate Multiplier
Generators
Generator
Generator Entity Data
Generator Data
Generator Balance
Generator State
- A
Generator
can be in various states. The following are included in IdleKit: WaitToBuyState, ProduceState, AutoCollectState, WaitToCollectState
Automation
- The ability for a
Generator
to automatically collect the Payout Entity Id, even when the player is not in an active session.
Generator Balance Base Payout Amount
Generator Balance Payout Entity Id
Generator Balance Base Unit Cost
Generator Balance Unit Currency Id
Generator Balance Base Duration
Generator Balance Ramping Coefficient
Generator Units
- Individual numeric units that may be purchased for a specific
Generator
, using Balance Unit Currency, in order to reach a Unit Target.
Unit Target
Unit Target Sequence
Goals
Goal
Reward Id
Automate Generators Goal
- Automate a number of
Generators
- e.g. “Automate 3 businesses”
Automate Generator Type Goal
- Automate a single specific
Generator
, referenced by id - e.g. “Automate the Dirty Dancer”
Buy Generator Type Goal
- Build a single specific
Generator
, referenced by id - e.g. “Build the Dirty Dancer”
Collect Currency Type Goal
- Collect a specific amount of
Currency
- e.g. “Collect 5.00E+08 Cash”
Collect Currencies with Tags Goal
- Collect a specific amount of
Currency
with specifiedTags
- e.g. "Collect 5 Rare Cards"
Collect Upgradeable Currency Type Goal
- Collect a specific amount of
Upgradeable Currency
. - e.g. “Collect 10 Ricky Cards”
- NOTE: The “any” field would allow you to collect any
Upgradeable Currency
, but this is not yet implemented.
Collect From Generator Type Goal
- Collect a number of times of a specified
Generator
- e.g. "Collect from Dirty Dancer 5 times"
Collect Reward Type Goal
- Collect a number of a specific
IReward
- e.g. "Collect 5 Gold Chests"
Dynamic Goal
Dynamic Collect Currency Type Goal
- A specific implementation of the
Dynamic Goal
. - Collect a dynamically calculated amount of
Currency
based on how manyGenerators
are currently Automated in the current stage, calculates the totalCurrency
payout per second, and sets a target amount based onDuration
- The
Target Progression
is calculated when the Goal is presented to the player and doesn’t change once created - The
Amount
field is a manual fallback value in case noGenerators
are Automated - To the player, this Goal is indistinguishable from a standard Collect Currency Type Goal
Dynamic Collect Currencies With Tags Goal
- A specific implementation of the
Dynamic Goal
. - Collect a dynamically calculated amount of one or more
ICurrency
with the specified tags - The properties of this Goal behaves like Dynamic Collect Currency Type Goal
Get Generator Units For All Generators Goal
- Get all
Generators
to a specific number of Generator Units - e.g. “Get 1000 Customers for all Businesses”
Get Generator Units For Generators Goal
- Get a specific number of
Generators
to a specific number of Generator Units - e.g. “Get 1000 Customers for 5 Businesses”
Get Generator Units For Generator Type Goal
- Get Generator Units for a single specific
Generator
, referenced by id - e.g. “Get 1000 Customers for Dirty Dancer”
Get Total Generator Units Goal
- Get a total number of Generator Units from any
Generator
- e.g. “Get 10000 Total Customers”
Get Upgrades For Currency Type Goal
- Upgrade a single specific
Currency
a number of times, referenced by id - e.g. “Upgrade Ricky 3 times”
Hit Generator Unit Targets Goal
- Hit Generator Unit Targets a number of times
- Starts count after the Goal is created, not retroactive for
Stage
- e.g. “Get 15 Customer Bonuses”
Make Any Trade Goal
- Make a number of Trades
- e.g. "Accept 5 Trades"
Make Trade Type Goal
- Make a number of specified Trades
- e.g. "Trade a Rare card for Coins"
Spend Currency Type Goal
- Spend a specific amount of
Currency
, referenced by id - e.g. “Spend 1000 Coins”
Spend Currencies With Tags Goal
- Spend an amount of
Currencies
associated with the specified Tags - e.g. "Spend 10 Rare Cards"
Upgrade Any Currency Goal
- Upgrade any
Upgradeable Currency
- e.g. “Upgrade 3 Cards”
Upgrade Currencies With Tags Goal
- Upgrade
Upgradeable Currencies
associated with the specified Tags - e.g. "Upgrade 3 Rare Cards"
Milestones
Milestone
Modifiers
Modifier
Modifiable
Modifier Group Data
Modifier Formula
IModifierFormula
is used byIStage
to apply numeric logic to groups ofModifiers
.IModifierFormulaData
contains the affectedIModifiable
types, as well as the actual formula that indicates which mathematical operations are applied to the value from eachIModifierGroupData
.- e.g.
IModifierFormulaData.formula = "base * 4 + ( modifierGroupId1 * modifierGroupId2 )"
Boost
Timed Boost
Rewards
Reward
Ascension Reward
- A
Reward
that is granted when the player Ascends from aStage
. - Usually contains a number of different tiers of
Reward
, the specific one granted is determined by the player's Ascension Power.
Currency Reward
- A specific
Currency
orUpgradeable Currency
for use in Goals, gacha, Ascension Rewards, etc.
Currency Available Reward
Gacha Reward
Gacha Slots
Random Obtained Currency Reward
Random Unobtained Currency Reward
Store Timed Reward
Stage
Stage
Ascension Reward Id
Generator Entity Ids
Goal Track IDs
Available Currency Ids
Tags
Tags
Rarity
Trades
Trade
Upgradeables
Upgradeable
Upgradeable Currency
Upgrade Level Data
Upgrade Requirement
Upgrade Requirement Id
Upgrade Requirement Amount
Miscellaneous
dataName
- The filename of the Unity asset to be created
- Naming conventions are flexible and at the user’s discretion
- Doesn’t need to match the ID
id
- The unique identifier that Unity uses to identify and link the asset
- Naming conventions are flexible and at the user’s discretion