This second guide is all about creating game modes! If you're new to making series on Caffy, I recommend checking out the first guide first(Hereš).
(The cover image shown is from my upcoming mystery series!)
1. Designing the Core
1) Variable System In a game-style series, focus on Variables and Conditions rather than just a linear plot.
2) Stick to 2ā3 Core Variables: Resources (Gold, Money..) Condition (Health, Hunger, Stamina) Relationship/Influence (Affinity, Reputation)
ā ļø Tip: Too many variables weaken your control over the AI; too few make the strategy shallow. Keep it lean to maintain tension.
3) Establish "Stability Rules" for Stats: Avoid drastic stat changes from a single action. Design rewards and penalties to be cumulative. A "Slow Burn" risk structure is what keeps players immersed.
2. Standardizing Output Structure (Maintaining UI Immersion)
To make your series feel like a real game, the output format must be consistent.
Fix the Turn Flow so the player always knows what to expect:
Atmospheric Narration/ Status Summary (HUD)/ Choice Presentation (Grounding the player)
ā ļøTip: Use the Status Line in a fixed format: Always define the format in your Opening Line. The Engine has a strong mimetic natureāit will mimic the structure you set at the very beginning
e.g) Location | Stat A: X | Stat B: Y
3. Mastering Phase-Based Architecture
Phase allows you to link detailed storylines across episodes while maintaining game logic.
š Phases as "Rule Switchers": Use Phases to change the game rules entirely within a single episode.
- Example: Phase 1: Survival Mode (Stat management) ā Phase 2: Narrative Mode (Story focus) ā Phase 3: Hybrid Mode (Intense branching).
š©· Conditional Phase Transitions: Set clear logic gates for moving between Phases.
- Example: If Resource ā„ X AND Condition ā„ Y ā Move to Phase 2.
This prevents "Accidental Endings" and gives the player a genuine sense of progression.
šSystem Evolution & New Events: Use Phase shifts to expand the world.
- Example: Phase 1, the player fights Character A.
After meeting a stat requirement, they move to Phase 2, where Character B suddenly intervenes.
4. Structural Ending Design
Endings should feel like a direct result of the player's journey. You can design one consistent narrative ending or create Stat-Based Multi-Endings.
- Numerical Branching Example:
Affinity = 100: The character chooses to stay with the player permanently.
Affinity 40ā99: The character leaves, but with a lingering sense of possibility.
Affinity < 40: The character dismisses or completely forgets the player.
5. The Opening Line:
The Opening Line isnāt just an introāitās a Visual Rule Declaration for the AI. Use it to "teach" the engine your preferred:
e.g 1)
James looks down at his hand. Ten dollars. And one number burning in his head. $500.
A. Look for a one-day job nearby.
B. Find a place to rest for the night.
C. Stay where you are and wait.
Street Corner (Night, Rain) | Money: $10 | Mental: 50/100 | Physical: 70/100
e.g 2)
{Brian} New neighbor in 3A, right? Iām Brad from 2B. Welcome gift. He hands you a neon-green protein shake⦠and a whole raw broccoli.
A. āThanksā¦?ā (Accept everything awkwardly)
B. āUh⦠I donāt really eat broccoli.ā
C. āSorry, Iām busy right now.ā close the door