Setup
Configure what the player sees and chooses before the runtime state
is created.
This text will become the opening introduction on the Game Start
screen.
Each slot creates one built-in player character, requires a name at game start, and receives its own copy of every Player Trait. Use 0 for games without named player characters.
Starting Choices
Optional one-of-many questions shown before the game begins.
The selected option is saved in runtime state. Option effects
can update any addressable runtime-state target during initialization.
Starting Effects
Optional. Effects may target any runtime-state target. Numeric targets support Fixed or Random values.
Traits
Game Traits
One shared value for the entire playthrough. Use these for
global state such as Day, Weather, or world-wide Reputation.
Game Traits have one runtime value for the whole game. Status controls whether that shared value appears to the player.
| Name |
Type |
Minimum |
Maximum |
Initial Value |
Status |
|
Player Traits
Define a trait once here and Wayfarer gives every built-in player
character an independent runtime copy. For example, five Player
Character Slots plus a Health trait creates five separate Health values.
Player Traits are instantiated once per named player slot. They are separate from Character Entity traits used by NPCs and characters who may later join the party.
| Name |
Type |
Minimum |
Maximum |
Initial Value |
Status |
|
Gameplay
Global gameplay rules that apply regardless of the player's current
Region.
Tick Effects
These effects are applied on every gameplay tick before the current Region Tick Effects.
Each Tick Effect controls one target. Its results are checked from top
to bottom. The first matching result wins within that Tick Effect.
Separate Tick Effects remain independent.
THEN
Game Time
Configure an optional player-facing clock. Time advances once for
every normal gameplay tick. It is runtime clock state, not a Game Trait.