Stuck at Acheivement systems

Hi everyone!!
After restraining myself from asking too many questions for long, I am back with a new one :wink:
I have been working on Achievements for quite some time now, and some way or the other, they have seemed to evaded me. How can I structure a good acheivement system?

Thanks in advance

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For the most part, it’s stat tracking with value checks in appropriate places and manual unlocks in other places.

What kind of achievements do you want to have unlockable? Maybe detection is the actual hard part in your game.

I was thinking of adding a achievement system to BitRiders. So most missions will be like - Collect 100 coins, Get 10 near misses, Run 10000m, Buy 5 cars etc etc…
Doing single achievements is quite easy. For example, take the Collect 100 coins achievement. All you have to do is to store at what number of coins did this achievement really popped up and store it. Then, as the player collects coins ingame, fire the check function which checks whether achievement is complete or not.

Till this part, everything works fine. The major thing that is troubling me all along is putting all the separate missions into a table together. When I reach this part, everything seems to go wrong and out of architecture. This is the part where help is truly appreciated :smile:

Does this code reference help?

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Hmm. I studied this, and the architecture seems much better than what I had created.(even without steam :grinning:). You should really consider a version without steam, for normal achievement systems (just means removing a few lines but still :grin:)
Thanks a lot @pkeod
Mean while : slightly off topic, bit why don’t you consider adding obfuscation to defsave too?

You are free to fork this project and create it with a new name the way you think it should be as Steam agnostic! :slight_smile:

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Sure! I will try and see if I can make a simple and local achievement system. Thanks again @pkeod :slight_smile:

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