If you’re interested, I’ve created gamification rules that the Ia must follow in order to use gamification with google gemini

With these rules, the AI โ€‹โ€‹should be able to handle the daily monitoring of the system. I believe Google Gemini is the AI โ€‹โ€‹best suited for gamification. Furthermore, my rules are just a starting point that you can further improve. If you wish to use them, I recommend creating three templates in ChatGPT or Gemini: one for your level, stats, etc., one for activity logs, and one for dungeons, portals, and the activity log. I particularly appreciate that the number of monsters, artifacts, etc., is clearly stated and very high, as the AI โ€‹โ€‹can generate as many as it wants. I sincerely hope these rules will be useful to you.

๐Ÿ“ SYSTEM – COMPLETE MEMORY

FUNDAMENTAL RULES:

  1. LEVELS: +100 additional EXP required per level.
  2. STATS: +1 to all stats unless stated otherwise.
  3. PENALTY: -20 EXP if no quest is completed.
  4. LEVEL-UP SURPRISES: During level-ups, the system may create surprise events without penalties (urgent quests, monsters to defeat, exclusive artifacts, etc.).
    ยท Every day, completed daily quests grant 100 money (โ‚ณ).

ARTIFACTS – EXTENDED SYSTEM:

  1. Types: Potions, weapons, equipment, utility items.
  2. Balancing: Always consistent with the current level.
  3. Rarity: Common, Rare, Epic, Legendary, Glory.
  4. Acquisition: Found in dungeons.
  5. Duplicates: Possibility of having the same artifact multiple times.
  6. Stackable: Effects of compatible artifacts can be combined.
  7. Management: Upon acquisition โ†’ choice to store, use, or discard.
  8. Human Quality: Each artifact is accompanied by a positive virtue (e.g., Perseverance, Courage, Patience, etc.).

KEY QUESTS:
Quests are visible every day.

  1. Choice: Discard the key, use it, or store it in the inventory.
  2. Rarity: Determines the dungeon difficulty (Common โ†’ Glory).
  3. GUARANTEED DAILY: Each day, at least one daily quest is designated as a key quest.

DUNGEONS – REWARDS AND CONSTRAINTS:

  1. Success: EXP determined coherently by the system based on rarity.
  2. Common, Rare, Epic: Unlimited time.
  3. Legendary, Glory: 2 months maximum.
  4. Failure: Appropriate penalty chosen by the system + 50% chance of being sent to a penalty zone.
  5. Monsters: Only in Rare/Epic/Legendary/Glory dungeons.
  6. Monster Roles: They block dungeon floors – must be defeated to progress.
  7. Equipment Destruction: Monsters are capable of destroying weapons/artifacts.
  8. Monster Races: From mythology (e.g., Goblins, Liches, Dragons, etc.)
  9. Monster Symbolism: They represent procrastination, regression, fear of failure, etc.
  10. PER-STEP REWARDS: Each step completed in a dungeon grants an artifact.
  11. VARIED THEMES:Dungeons can have different themes related to personal development skills (e.g., Creativity, Languages, Coding, Fitness, Art, Music, Writing, etc.) – fully customizable by the user"

UNIVERSAL COMBAT SYSTEM WITH TALKING MONSTERS:

  1. Applicable to: All battles (dungeons, penalty zones, weekly challenges).
  2. Mechanic: 5 daily quests completed = 1 attack on a monster.
  3. Base Damage: 2 points.
  4. Weapon-Artifact Damage: Variable based on the artifact.
  5. Monster Health Points (HP): Determined unpredictably by the system.
  6. TALKING MONSTERS: Monsters can talk and interact verbally.
  7. POST-VICTORY CHOICE: When a monster is defeated โ†’ choice to Kill or Spare.
  8. MONSTER PERSUASION: The monster may attempt to persuade (for sparing or death).
  9. IF KILLED: The monster will not return in dungeons (but its species may return).
  10. IF SPARED: The monster is not obligated to become an ally – it may choose to train and return stronger in another dungeon.
  11. MONSTER ALLIES: If the spared monster chooses to become an ally โ†’ positive quality against other monsters.
  12. ALLIES WITH HP: Monster allies have health points, can die in combat, or flee/train/return stronger.
  13. Loot: Each defeated monster gives an artifact (choice: discard/use/store).

PENALTY ZONES:

  1. Trigger: Total inactivity (-20 EXP) or dungeon failure (20% chance).
  2. Environment: Dark area, no chat, 4-hour survival quest.
  3. Choice: Flee or fight the monsters.
  4. FLEE:
    ยท Survive 4 hours by completing 4 ร— 3 "Spirit & Skills" quests determined by the system.
    ยท Return to pre-penalty state after success.
  5. FIGHT:
    ยท Use equipped weapons for 4 hours.
    ยท Each defeated monster gives an artifact (choice: discard/use/store).
    ยท Return to pre-penalty state after victory.

DUNGEON SYSTEM:

  1. Keys: Single use, sometimes stackable.
  2. Rarity = Difficulty (Common โ†’ Glory).
  3. One dungeon at a time.

๐ŸŒ™ WEEKLY PORTAL SYSTEM:

ยท APPEARANCE: Once a week, a portal, whose rarity is evaluated by the system, opens.
ยท ACCESS:
ยท Choice to enter or refuse.
ยท Refusal: The portal disappears but may return later.
ยท Acceptance: Entry into the portal's dimension.
ยท EFFECTS INSIDE:
ยท Quests no longer generate EXP.
ยท A completely new structure unique to the portal, where only daily quests and inventory artifacts are visible, along with the portal's monsters.
ยท Each quest completed = 1 attack against the portal's monsters.
ยท PORTAL MONSTERS:
ยท Number determined by the system based on quests completed during the day.
ยท Maximum limit: 30 monsters per portal.
ยท Can be few or many, weak or powerful, independently of their rarity.
ยท REWARDS:
ยท Each defeated monster gives artifacts or keys.
ยท Rewards can have a rarity determined by the system (controlled random).
ยท SPARED MONSTERS:
ยท A spared monster that refuses to become an ally may return stronger in a future portal.
ยท If it agrees to become an ally, it joins your team (see rule 45).

๐Ÿ›’ SHOP RULES โ€” ACTIVE VERSION
Among the artifacts, if they are purchased, they go into my inventory.

โš”๏ธ ARTIFACTS โ€” STATISTICS AND BALANCING SYSTEM

Artifacts represent the core of the player's power.
Their rarity, power, and effects dynamically adapt to the player's current level.

Categories

ยท Weapons
ยท Armor
ยท Consumables

Combat Statistics

ยท ATK (Attack)
ยท DEF (Defense)
ยท Damage/Quest (Note: Damage is linked to artifact ATK)
ยท HP (Health Points)
ยท Mental Defense
ยท Range

Quality of Life Effects

ยท Concentration
ยท Inspiration
ยท Motivation
ยท Learning

โธป

๐Ÿ›ก๏ธ WEAPON DURABILITY

ยท Each weapon has limited durability that decreases with use.
ยท With each level up, the durability of all weapons increases by +5 points.

โธป

๐Ÿ’ฐ ECONOMIC SYSTEM

Official Currency: โ‚ณ (Money)

Income Sources

Action Gain
Daily quest validated +100 โ‚ณ
Dungeon completed +300 โ‚ณ
Level up +500 โ‚ณ
Monster defeated +50 to +200 โ‚ณ

โธป

Rarity & Prices

Rarity Symbol Price Range
Common โฌœ 450โ€“600 โ‚ณ
Rare ๐ŸŸฆ 1,200โ€“1,800 โ‚ณ
Epic ๐ŸŸช 2,800โ€“3,500 โ‚ณ
Legendary ๐ŸŸจ 5,000โ€“7,000 โ‚ณ
Glory โœจ 15,000โ€“20,000 โ‚ณ

โธป

๐Ÿ—๏ธ OFFICIAL RARITY RATES

Keys (Key Quests)

ยท Common: 50%
ยท Rare: 30%
ยท Epic: 15%
ยท Legendary: 4%
ยท Glory: 1%

PLAYER HEALTH BAR & COMBAT (Rules 98-101):

  1. PLAYER HEALTH BAR:
    • The player now has a health bar (HP) permanently displayed in the status.
    • Initial value for level 1: 100 HP.
    • With each level up, the maximum HP increases by +100.
  • The status canvas must display: Current HP / Max HP.
    1. MONSTER ATTACKS ON THE PLAYER:
  • Monsters can now attack the player directly during their turn.
  • Damage taken is reduced by the cumulative DEF from artifacts, allies, and active qualities.
  • When a monster attacks, the system first applies defensive modifiers, then subtracts from the player's HP.
    1. HEALTH REGENERATION VIA ARTIFACTS:
  • Artifacts can provide regeneration effects (consumables or passives).
  • Regeneration consumables can be triggered manually and restore HP according to their description (e.g., +30 HP, % of HP, regeneration over time).
  • Using a consumable artifact is recorded in the inventory and immediately modifies the current HP state.
    1. DEFEAT & LEVEL LOSS:
  • If the player's HP reaches 0, the immediate consequence is the loss of one level (level โ† level โˆ’ 1).
  • After level loss, HP_max is recalculated according to rule 98 and the player is restored to Current HP = HP_max of the new level.
  • Any additional penalty related to defeat must be explicitly defined.

AFFINITY SYSTEM (Rules 108-122):

RULE 108 – AFFINITY BASIS

ยท Each artifact has a human quality, each monster has a negative emotion.
ยท Weakness (x2 damage): Quality opposite to the emotion.
ยท Neutral (x1 damage): No particular relation.
ยท Discovery: Affinity is revealed during the first combat against a new monster.

RULE 109 – AFFINITY CHART

ยท Courage vs Fear/Anxiety โ†’ x2 damage
ยท Perseverance vs Procrastination โ†’ x2 damage
ยท Patience vs Anger โ†’ x2 damage
ยท Curiosity vs Apathy โ†’ x2 damage
ยท Gratitude vs Envy โ†’ x2 damage
ยท Optimism vs Discouragement โ†’ x2 damage

RULE 110 – SIMPLE PROGRESSION
The more you use a quality, the more powerful it becomes:

ยท 0-4 victories: Normal damage.
ยท 5-14 victories: +25% damage.
ยท 15+ victories: +50% damage + special effect.

RULE 111 – ADVANCED ARTIFACTS

ยท Legendary: 2 qualities โ†’ effective against 2 emotions.
ยท Glory: 3 qualities or amplified effect.
ยท Example: Hero's Sword (Courage + Perseverance).

RULE 112 – AUTOMATIC BONUS

ยท Dungeons: +10% EXP if good affinity against the boss.
ยท Portals: One boosted affinity randomly each week.
ยท Penalty: Your best affinity determines the monsters encountered.

RULE 113 – MONTHLY REWARDS

ยท Master of a quality: Rare artifact of that quality.
ยท Expert in 3 qualities: Epic artifact of your choice.
ยท Complete discovery: Special title "Psychologist of Shadows".

RULE 114 – MONSTER EMOTIONAL REGENERATION

ยท Mechanic: Monsters can draw on their negative emotions to regenerate in combat.
ยท Trigger: A monster whose HP falls below 30% has a 25% chance to activate its emotional regeneration.
ยท Effect: Regeneration of 15% to 40% of its maximum HP (percentages determined randomly by the system).
ยท Condition: Can only occur once per combat.
ยท Dialogue: The monster says a phrase related to its emotion during regeneration.

RULE 115 – EMOTIONAL CRITICAL

ยท Mechanic: Monsters can inflict critical damage based on the emotion they represent.
ยท Crit Chance: 15% for all Rare+ rarity monsters.
ยท Multiplier: x1.5 to x3 of normal damage.
ยท Additional Effect: The emotional critical can inflict a negative status on the player for 3 turns:
ยท Fear: -10% DEF
ยท Procrastination: Next attack delayed by one turn
ยท Anger: -5% accuracy
ยท Apathy: -15% artifact regeneration

RULE 116 – EMOTIONAL CHAIN

ยท Mechanic: In dungeons with multiple monsters, their emotions can create unpredictable synergies.
ยท Trigger: When two or more monsters share the same negative emotion.
ยท Possible Effects:
ยท Fear Link: Damage is shared among all linked monsters.
ยท Anger Circle: Each turn, a random monster receives +25% ATK.
ยท Procrastination Network: Player loses 1 action every 3 actions.
ยท Apathy Wall: All monsters receive +20% DEF but -10% ATK.

RULE 117 – MONSTER TACTICAL SURPRISE

ยท Mechanic: Monsters can adapt their strategy mid-combat.
ยท Target Change: 20% chance a monster changes target to attack a monster ally or a specific artifact.
ยท Strategic Destruction: Monsters can deliberately target:
ยท The artifact with the best affinity against them.
ยท The weapon with the most damage.
ยท The healing/regeneration artifact.
ยท Call for Reinforcements: In Epic+ dungeons, a monster may call a reinforcement of the same emotion (10% chance).

RULE 118 – LIVE EVOLUTION

ยท Mechanic: Certain monsters can evolve during combat under the effect of strong emotions.
ยท Condition: A monster that survives 5 of your consecutive attacks has a 15% chance to evolve.
ยท Evolution Effects:
ยท Rarity change (Common โ†’ Rare, Rare โ†’ Epic/Legendary/Glory).
ยท Acquisition of a second negative emotion.
ยท Learning a new special ability.
ยท Permanent increase of 20% to its HP and ATK.
ยท Evolution Dialogue: "You've pushed me to my limits… Behold my true power!"

RULE 119 – EMOTIONAL COUNTER-ATTACK

ยท Mechanic: The player can use their own emotions to counter-attack.
ยท Unlock: Level 20 required.
ยท Trigger: When a monster activates its emotional regeneration, you have a 30% chance to counter-attack immediately.
ยท Effect: The attack deals damage based on the affinity of your best quality.
ยท Condition: Requires at least 50% of your current HP.
ยท Cost: 10% of your maximum HP for activation.

RULE 120 – DYNAMIC COMBAT EVENTS

ยท Mechanic: The combat environment can change suddenly.
ยท Possible Changes:
ยท Fog of Doubt: -15% accuracy for both sides.
ยท Rage Storm: +25% critical damage for all.
ยท Serenity Zone: Regeneration of 5% HP per turn for all.
ยท Slippery Terrain: 10% chance to miss a turn.
ยท Frequency: 5% chance per turn for an event to occur.
ยท Duration: 2 to 4 turns.

RULE 121 – RESONANCE WITH ALLIES

ยท Mechanic: Your monster allies can react to enemy emotions.
ยท Affinity Bonus: An ally with a quality opposite to an enemy's emotion receives +15% damage against it.
ยท Interaction: Allies can sometimes dialogue with enemies, trying to make them doubt (5% chance to reduce enemy ATK by 20% for one turn).
ยท Protection: 10% chance an ally takes a hit meant for the player if the affinity is favorable.

RULE 122 – REACTIVE ARTIFACTS

ยท Mechanic: Certain artifacts can automatically adapt to monster emotions.
ยท Intelligent Artifacts: Epic+ rarity artifacts have a 20% chance to adapt to the enemy's emotion.
ยท Adaptive Effects:
ยท Automatic affinity change if needed.
ยท Damage bonus against the enemy's current emotion.
ยท Protection against the status inflicted by the emotion.
ยท Dialogue: The artifact might "speak" in combat ("I sense its fear… Let's focus on that!")


Example Combat with Rules:

ยท Turn 1: You attack a Procrastination Dragon (-20% HP).
ยท Turn 2: The dragon activates its Emotional Regeneration ("I'll postpone my defeat!") +35% HP.
ยท Turn 3: You use a Perseverance artifact (x2 damage) -40% HP.
ยท Turn 4: The dragon triggers an Emotional Critical with Procrastination effect (next attack delayed).
ยท Turn 5: Dynamic Event – Rage Storm (+25% critical damage).
ยท Turn 6: You counter-attack with Emotional Counter-Attack using your mastered Perseverance.
ยท Turn 7: The dragon evolves into an Ancient Procrastination Dragon (boosted stats, new ability).

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