In the previous tutorial we gave ourselves an idea of how the missions might be rolled out but we didn’t model any of the other aspects that might affect progression. What if the player fails a mission, for example? So in this tutorial we’re going to add a bit more detail.

1. Open the KillServ project

2. Add currency

Murdering tech industry executives and their friends isn’t necessarily rewarding in-and-of-itself. We want the player to get paid for completing missions.

To keep it simple, add 10 units of Money for each Level the mission is gated at. E.g. “Take out Tom Perkins” is gated at Level 2 so add 20 units of Money to its State updates.

You’ll find you’ll have earned around 200 dollars or more by the end of the game.

3. Add a player stat

In real life, killers, like Uber drivers, are private contractors and are thereby responsible for maintaining their own equipment. If they want to improve the efficiency and likelihood of success of their assassinations, they need to invest in upgrades.

Now we’re going to create a moment that represents an action or task. In this case, the act of purchasing equipment upgrades.

Ultimately we might want these upgrades to cost increasing amounts of money i.e. similar to the way we’ve defined levelling up based on xp. But for now let’s keep it simple.

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