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Tasks

What players are asked to do, in their words, each done when one metric reaches a target.

A metric says what happened. A task says what the player should do, and how Luk Quest knows it's done.

Words for players, a rule for Luk Quest

Every task has two halves:

  1. 1Player copy: a title, a description and an optional button. "Make your first purchase. Browse the shop and buy anything. [Go to shop]"
  2. 2One requirement on a metric: purchase.count at least 1, since the player joined the quest.

Your site shows the first half. Luk Quest checks the second half against the player's events.

Requirements

A requirement compares a metric with a number: at least, more than, exactly, at most, or less than. You can narrow it down:

  • Since: count only what happened after the player joined the quest, or everything ever.
  • Target: only events about one product, lesson or level.
  • Attributes: only events where, say, category is shoes.

So one metric can feed many tasks: first purchase, 5 purchases, a purchase over 100, buy something from the new collection.

Reused across quests

Tasks live in the project's library, and each quest picks the ones it needs. A quest can also use different words for a task without changing the library item. When you publish a quest, the tasks it uses are frozen into that version, so editing a task later never changes a quest players are already doing.

Tasks and conditions

A condition is a requirement without player copy. Conditions decide who may join a quest ("finished the welcome quest", "at least 3 logins ever") and players never see them. Tasks are what players work on.

Next: put tasks into quests.

Your first quest takes minutes

Create an account and a project, add the example setup, and send a test event. No credit card, no SDK to install first.

Start free