WIND is an editor used to create an instance of the FLAGWIND class. This object can be used to hold game metrics and manipulate them using events. There are four types of events in WIND including happenstance events, multiple choice events, multiple selection events and slider events.
After creating the Metrics and Events, export the WIND object and include the WIND.js file with your game.
Import a WIND.js file to make further adjustments or changes to the WIND object.
The WIND editor includes up to 10 levels of undo.
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Toggle visibility of WIND object.
Metrics can be any numerical value that is used during game play. Metrics require a name and a start value. Extras can be added to Metrics to store information that might enhance or extend the base value. You can also toggle if the metric can be a negative value or not.
To use the built in extra capabilities of WIND, you must created an object, using JSON notation, in the 'Extras' text area of the Metric popup menu. There are currently three built in object properties including 'byTurn', any existing metric name (requires no spaces), and 'loop'. Both the 'byTurn' and metric name properties should hold an array of numbers as their assigned value. This array of numbers can be used to hold values that you might want to assign to the parent metric. The 'byTurn' property indicates that you wish to step through the array of numbers according to how many events are in the Player's history. The example code below, when entered into the 'Extras' text area of the Metric popup menu, would assign the parent metric a value of 300 after the player has run three events.
In this example, on the fourth event, and for every event to follow, the parent metric would be assigned that value of 300. To loop back to the beginning of the 'byTurn' array, we can set the 'loop' property to true.
With the 'loop' property set to true, on the fourth event, the parent metric would be assigned the value of 100, on the fifth event, the value of 200 and so on, continuously looping through the array.
It is also possible to iterate through an extras array using the value of another metric. For example, say we have a metric named 'turn' who's value is 0. In the example below, our parent metric would be assigned the value of 100.
When an event's effect causes the 'turn' metric to change, for example, to 1, our parent metric changes as well and would now have a value of 200.
Events that have effects that alter a parent metric also alter the values in that metric's 'byTurn' and metric named extra properties. Meaning, if our parent metric, in our example, was multiplied by 10 as an effect of an event, then the resulting 'turn' extra would look like this:
The 'loop' property can be used with the metric named properties also.
Events are built with the sole purpose of altering the Player's Metrics. Depending on the type of Event, a Player's actions, or previous actions, may determine what changes occur. Essentially any game can use these Event principals.
There are four types of Events available to WIND including happenstance events, multiple choice events, multiple selection events and slider events.
Happenstance events have only one set of Effects. Meaning, when this Event is triggered, the Player's Metrics are altered using the defined effects with no option.
Multiple Choice events can have any number of sets of Effects. However, when the Event is triggered, a Player must choose only one option that will be used to alter the Player Metrics.
Multiple Selection events can also have multiple sets of Effects. When the Event is triggered, a Player can choose several options that will be used to alter the Player Metrics.
Slider events have two available sets of Effects. A Player must select a value, within a range, to determine how much the Player Metrics will be altered using values between those defined in the two Effects sets.
In addition to having text associated with it, every set of Effect Option is broken down into two groups. Those two groups are called the One Time Effects and the Recurring Effects.
One Time Effects occur only at the time of the event. Meaning, the Player Metrics are altered only once by One Time Effects.
Recurring Effects occur after an event for every event that has taken place prior to the current event. Meaning, after a second event takes place, WIND checks if the first event contained any Recurring Effects. If it did, those effects will then be applied to the Player Metrics. After a third event, WIND would now check both the first and second events for Recurring Effects and apply them to the Player Metrics and so on.
Both in One Time and Recurring Effects, are made up of individual Effects or eGroups (see below).
Effects are simple linear equations. Each equation effects one of the Player Metrics. The operator options, for the equations, include equal to, adding to, subtracting from, multiplying by or dividing by. There are three choices for the right half of the equation including a Number, a Metric or a Compound.
By selecting Number, you are able to simply enter a value for the right half of the equation. By selecting Metric, you can use a Metric as the right half of the equation. By selecting Compound, you can enter a value that will get multiplied by the amount of times the Event, that contains this effect, has occurred.
eGroups are groups of Effects. When you want a particular sequence of Effects to take place in multiple Events, you can build that sequence as an eGroup, rather than adding the same linear equations over and over.
From the Control Panel you can display an Event by choosing it from the Manually Run Events drop down and then clicking the Display Event button. The Event will then be displayed on the left side of the screen, below the metrics, ready for interaction. The Effects of the Event will be applied to the Metrics once the Run Event button is clicked.
You can also choose to Auto Run Events by entering a number of Events in the Turns input field and clicking Run Events. This will randomly run Events as long as they meet the Prerequisite and Repeat Limit requirements.
You can also reset the Player Metrics and clear the Player History at anytime by clicking the Reset button under Simulation in the Control Panel.
Player Metrics are the Metrics after they have been altered by the Effects of Events in the Player History. If there is no Events in the Player History, the Player Metrics will be exactly the same as the start values defined for the Metrics. They are displayed in the Player Metrics section of the Simulator menu and along the top of the left hand side of the screen.
You can control to what decimal point the Player Metrics are rounded to by adjusting the decimal input.
The Player History holds the Events that have occurred. Two pieces of data are stored in the Player History for each Event. The first piece of data is the index of the Event that was run. The second piece of data is the option, or options, that were chosen by the Player. By storing the Player History, WIND can reload any game to work out the current state of the Player Metrics. You can test that by clicking the Replay button at the bottom of the Player History section.