Specter User Manual
  • Getting Started
    • 👋Introducing Specter
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  • Build
    • âš’ī¸Overview
    • 🎮Games
      • âš™ī¸Game Configuration
      • 💡Understanding Apps and Games on Specter
    • đŸ•šī¸Matches
      • âš™ī¸Match Configuration
      • đŸĨ‡Match Result Criteria
    • 💸Economy
      • 💎Currencies
        • âš™ī¸Currency Configuration
        • 🔀Currency Types
      • đŸŦItems
        • âš™ī¸Items Configuration
        • 🔀Item Types
        • 🔐Managing Item Access
      • 🎁Bundles
        • âš™ī¸Bundle Configuration
        • 🔀Bundle Types
        • 🔐Managing Bundle Access
        • đŸ“ĻContainers
      • 🛒Stores
        • âš™ī¸Store Configuration
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    • 🚀Progression
      • 📍Progression Markers
        • âš™ī¸Progression Marker Configuration
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        • âš™ī¸Progression System Configuration
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      • âš™ī¸Events Configuration
      • 🔎Event Parameters
      • 🔗Specter Events
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      • 👤Player Configuration
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      • đŸ’ŗPlayer Wallets
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    • 🏆Achievements
      • ✅Tasks
        • âš™ī¸Task Configuration
        • 🧠Task Rule Engine
      • đŸŽ¯Missions
        • âš™ī¸Missions Configuration
      • đŸĒœStep Series
        • âš™ī¸Step Series Configuration
      • âŗTime Series
      • 🌟Skill Divisions
      • đŸŽĢBattle Pass
    • 🎓Leaderboards
      • âš™ī¸Leaderboard Configuration
      • đŸŽ—ī¸Leaderboard Ranking Methods
    • âš”ī¸Competitions
      • 🏅Tournaments
        • âš™ī¸Tournament Configuration
      • đŸĨŠInstant Battles
        • âš™ī¸Instant Battles Configuration
      • ⏊Bracket
    • đŸ—“ī¸Live Ops
      • đŸ—Ŗī¸Campaigns
      • 🎁Seasons
      • 🏆Schedule Competitions
  • Community and Growth
    • đŸ‘ĨOverview
  • Analyze
    • 📉Overview
  • Product Roadmap
    • đŸ›Ŗī¸Overview
    • đŸĒĸFeature Pipeline
    • đŸ—’ī¸Detailed Feature Pipeline Descriptions
  • Additional Resources
    • Specter API Reference
    • Specter Unity SDK
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  1. Build
  2. Economy
  3. Bundles

Managing Bundle Access

Just as items in Specter can have controlled access, bundles also possess a similar feature. The concept of access allows you to structure your game's progression and rewards system meticulously. It lets you decide if players need a certain item, bundle, or specific progression level to access a bundle. This can aid in staging gameplay, incentivising player progress, and introducing complex gameplay elements.

Example: Consider a strategy MMO. Access to a Fortress Construction Kit bundle may be locked unless a player possesses the Master Architect's Blueprint (an item or perhaps another bundle). The blueprint, therefore, unlocks the Fortress Construction Kit bundle, creating an interesting gameplay dynamic.

To set this, simply select 'Lock By' and choose 'Item/Bundle' from the dropdown menu. Then, specify the required item or bundle that grants access to the new bundle.

Drawing a parallel from items, bundles can also be locked based on a player's progression within the game.

Example: In a sci-fi RPG, a Starship Upgrade Pack (bundle) might only become available when a player achieves Rank 10 in the Starfleet Academy progression system.

To set this, select 'Lock By' and choose 'Progression System' from the dropdown menu. Then, specify the progression system and the necessary level to unlock the bundle.

Just as you use these mechanisms to create a structured flow in your game with items, you can apply the same principles to bundles, adding an extra layer of intrigue, incentivising player progression, and enhancing gameplay dynamism.

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Last updated 1 year ago

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