Fonctionnalités avancées du moteur
Aléatoire et jets de dés
Utilisez l’aléatoire pour créer des mécaniques de jeu et des tables de récompenses.
Cette leçon est disponible uniquement en anglais pour le moment.
You can add random functions to your gameplay, which unlocks the following types of game functionality:
- Random dice rolls of any denomination (e.g. D20, D2, D100)
- Random loot or rewards
- Increasing values by random amounts
So instead of:
You can now do:
Option 1: Dice notation
This turns a value such as affection into a random roll instead of a fixed number. You are making the affection equal to a dice roll.
Example: If you write 1d20, the game picks a number from 1 to 20, and that number becomes affection.
What does it look like?

Option 2: Random between X and Y
This sets a value to a random number in a range, with an optional bonus added. Pick a random number between X and Y, set affection to that, and you can add a fixed bonus on top of it.
Example: If you write a minimum value of 1 and a maximum value of 5, plus 2:
- The game picks a number from 1 to 5.
- The game always adds 2.
- The outcome will always be between 3 and 7.



Option 3: Increase by a random amount
Similar to the previous option, but instead of setting a new score it increases or decreases the player's existing score.

Outcome
After applying any of these options, use a checkpoint or a choice requiring a minimum number of points for a desirable outcome.
Example: You need at least 6 points for the positive outcome "Heal the Love Interest." Position your checkpoint or choice immediately after the random step.
- If the random roll is greater than 6 → positive outcome
- If the dice roll is less than 6 → negative outcome

