Stages & Goals

Stages and Goals let you structure game progression — defining chapters or acts and the conditions that must be met to advance through them.


Stages

A Stage is an ordered chapter or act in your game. Stages give structure to longer adventures and let you group scenes and goals meaningfully.

Creating a Stage

  1. Open Stage Editor from the sidebar.
  2. Click + Add Stage.
  3. Fill in:
    • Name — e.g., “Chapter 1: The Village”
    • Description — optional internal notes
    • Starting Scene — the scene that loads when this stage begins
    • Scene List — the scenes that belong to this stage
  4. Use the up/down arrows to reorder stages. The game progresses through stages in listed order.

How Stages Work at Runtime

  • The game begins in Stage 1’s starting scene.
  • When a Goal in the current stage completes with action advance_stage, the next stage loads at its starting scene.
  • Stages give goals a home — each goal belongs to exactly one stage.

Goals

A Goal defines the win condition for a stage — what the player must accomplish to trigger an outcome (advance to the next stage, end the game, or show a message).

Creating a Goal

  1. Open Goal Editor from the sidebar.
  2. Click + Add Goal.
  3. Choose the Stage this goal belongs to.
  4. Give it a Name and Description.
  5. Add one or more Conditions (see below).
  6. Choose the Logic (AND / OR).
  7. Choose the Completion Action and its value.

Goal Conditions

Each condition checks one aspect of game state. Multiple conditions can be combined.

variable_equals

Checks whether a game variable matches a value.

Field Description
Target Variable name (set via set_variable events or cinematics)
Operator equals / not_equals / greater_than / less_than / contains
Value The value to compare against

Example: door_open equals true


scene_visited

Checks whether the player has entered a specific scene.

Field Description
Target Scene ID
Operator equals (visited) / not_equals (not yet visited)

item_collected

Checks whether a specific item has been collected. Items are tracked by their object ID.

Field Description
Target Item object ID
Operator equals true (collected)

event_triggered

Checks whether a specific event has fired at least once.

Field Description
Target Event ID
Operator equals true (fired)

Condition Logic

Logic Meaning
AND All conditions must be true for the goal to complete
OR Any single condition being true completes the goal

Completion Actions

When all required conditions are met, the goal triggers one of:

Action Description
advance_stage Move to the next stage (loads its starting scene)
end_game End the game (returns to title screen or shows credits)
show_dialog Display a message to the player (value = dialog text)

Tips

  • Most stages will have one primary goal with advance_stage, but you can add supplementary goals (optional sidequests) with show_dialog outcomes.
  • Use set_variable in events and cinematics to feed variable_equals conditions — this is the most flexible way to track progress.
  • Goals are evaluated continuously by the runtime. As soon as conditions are satisfied, the completion action fires.

CAPAB — Click and Point Adventure Builder

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