Making Scenarios
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Make a scenario only when nothing that already exists isolates the thing you keep losing. A custom scenario has no leaderboard and no history, so you lose the context a known scenario provides.
This section splits in two. The first half asks what a scenario should demand and whether it measures anything, which is the same question in any trainer. The second half is one trainer's editor, field by field.
Deciding what to build¶
None of this depends on which trainer you use.
- Designing Around a Weakness: turning a named gap into a drill that isolates it.
- Designing Target Motion: readable paths against reactive ones, and which trains what.
- Tuning Difficulty: which settings move difficulty, and how far to push them.
- Keeping the Score Readable: stripping the randomness you added by accident.
- Testing a Scenario: telling whether it trains what you intended.
Building it¶
The editor is one trainer's, so the second half sits under that trainer's name.
- Making Scenarios in KovaaK's: the copy-and-replace model the game is built on, and a figure for every option in all seven editors.
Aimlabs1 and Aimbeast2 have editors of their own, and are not covered here yet.
References¶
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Aimlabs, It came from the Workshop: our second look at trending tasks and playlists · REF-12 ↩
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Aimbeast, Steam store page · REF-2 ↩