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:
- 1Player copy: a title, a description and an optional button. "Make your first purchase. Browse the shop and buy anything. [Go to shop]"
- 2One requirement on a metric:
purchase.countat 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,
categoryisshoes.
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.