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BoxPlanet Game Framework

Turn your story or brand into a custom game.

We build custom games for storytellers, companies, and creators using BGF, our game production framework made with Godot. You bring the concept, templates, storyboard, and brand direction; we guide the design and production. Assets can come from you, from our sourcing process, or from the default BGF asset base.

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Objectives and Win Conditions

Overview

BGF supports a strong objective system for both gameplay and story progression. A map can succeed, fail, branch, or change the campaign state based on configurable conditions.

This is one of the most important areas for clients because it defines what kinds of player goals and mission rules can be requested.

How Objectives Can Be Structured

BGF supports three main objective policies:

  • All: every required objective must be completed
  • Any: completing one valid objective is enough
  • Sequence: objectives must be completed in order

BGF also supports optional objectives, which can appear without blocking map completion.

Supported Success Patterns

Goal Type What It Allows
Defeat a number of enemies "Win after defeating 20 enemies"
Defeat a specific enemy type "Win after defeating 3 bombers"
Collect items "Win after picking up 5 relic fragments"
Hold or possess items "Win while carrying the required item"
Consume or use items "Win after spending the required supply item"
Survive for time "Last 90 seconds" or "hold out until extraction"
Reach an exit "Touch the extraction point to finish the map"
Reach multiple checkpoints "Travel through all required waypoints before leaving"
Wait for a scripted event "Complete the map when the cutscene or event finishes"
Choice-driven resolution Present a prompt or question and route based on the selected answer

Combining Objectives

Because objectives can be combined, a client can request structures such as:

  • defeat the boss and then reach the exit
  • collect the item or survive until rescue arrives
  • finish step 1, then step 2, then step 3 in sequence
  • protect an ally while also clearing enemies

This allows BGF to support both straightforward arcade goals and story-shaped mission logic.

Supported Failure Patterns

Failure Type What It Allows
Protected actor dies Fail if a specific ally, escort, or important target is lost
Player or faction death rule Fail if the player or a tracked group dies too many times
Border or zone failure Fail if a protected target leaves or enters a forbidden area

Failure Outcomes

When a map fails, BGF can support different outcomes depending on the design:

  • restart the current map
  • end the campaign while keeping saved run data
  • show failure dialogue or narrative feedback before the next outcome

This helps support both arcade retry loops and more narrative consequences.

Branching and Story Logic

BGF objectives are not only for combat. They can also support story pacing through:

  • reaching different exits for different outcomes
  • using a scripted event to mark scene completion
  • presenting a prompt or question that can change where the campaign goes next

This is useful for dialogue scenes, story choices, mission outcomes, and route splitting.

Practical Examples For Clients

Clients can request mission goals such as:

  • "Defeat 10 drones, then escape through the hangar door."
  • "Escort the engineer to the ship. If the engineer dies, the mission fails."
  • "Collect three machine cores in any order."
  • "Hold position for two minutes until reinforcements arrive."
  • "Choose one of two story answers, and send the player to a different next scene based on the choice."
  • "Walk through each checkpoint to complete the infiltration route."

Why This Matters

The objective system gives BGF a wide design range. It supports arcade-style goals, mission-style goals, story-driven triggers, and branching outcomes without requiring the campaign to be built from only one type of stage.

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