Woodoku Journeys

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Introduction

Journeys is the name given by Woodoku to Progression Events. Progression events are time-limited events which consist of a set of levels with daily challenges for the players, which will receive rewards for completing them. All of the settings required to run a progression event are configurable from Game Server.

There are 2 types of Events—Activation Events and Events—and the workflow in Woodoku consists of 3 main steps:

  1. Configure the Level Banks that will be used in the event.

  2. Create an Event entity where you’ll specify the following:

  3. Activate the event and send it to players.

Table of Contents


Level Banks

What are Level Banks?

Level Banks are collections of levels that can be reused in different configurations.

Using level banks instead of separate levels configuration per each event is helpful particularly if there is a well-tested set of level configurations that can be cycled through. For example, if there are 8 banks of levels that are repeated every two months.

Configuring a Level Bank

  1. To configure a Level Bank in Woodoku, navigate to Journeys > Level Banks. Then, click [New] on the upper right side of the screen.

Mass operations

The button [Mass Operations] allows you to change the status of multiple Level Banks at once

  1. Fill in the fields:

The name, priority, status and rules fields follow the same logic used in Game Settings or A/B Experiments. You can read more here.

Level Banks support 2 different configurations:

  • Without tile types (available for players in version below 1.9.1)

  • Using tile types (available for client in version 1.9.1 and above)

Configuring a New Level (using tile types)

Once you’ve set a name and parameters for your level, it’s time to configure it!

  1. Click [Add Level]

  2. A new Level will appear. Click it to open all the settings. In the table below you’ll find a detailed description of every value.

 Click here to read the fields' descriptions

| Field | Description | Validations |

| #### General Settings |

| Seed | | Compulsory field |

| Figure Set Dynamic Config | This field determines the Figure set for this level, which can be different from the start figure set. | Optional field |

| Losses before Figure Set Dynamic Config Applied  | Number of losses that a user can make for a specific level before the Figure Set Dynamic Config is applied | Integer |

| Dynamic Step per Loss  | If you use a number larger than 1, the game will accept multiple steps per loss A number smaller than 1 determines that multiple losses per step are accepted | Integer |

| Start figure set | The set that the player will receive when they first open the game | Dropdown: - 9x9 sudoku - 9x9 no sudoku - 6x9 sudoku - 6x9 no sudoku |

| Name | Name of the level | |

| Rewards (click [Add] to include Rewards in your level) |

| Rewards : | This section allows you to set the rewards for the level. Multiple rewards can be added. | - Available options: |

| Hard Level (optional) |

| Special Level Indicator Type | Use this to flag your level as a hard level | Dropdown: - None - Fire |

  1. Once you’ve input your settings, it is time to configure the level board. Here you’ll configure what the player will see once they start playing the Journey level.
  • You can select only one cell, or select multiple cells by clicking and dragging. 

  • To edit a cell, double click it. 

image-20240430-100839.png

 

  • When you double click a cell, a new pop-up will appear, where you'll be able to add a base and overlay layers.   
  1. When you’re happy with the look and feel of your level, fill in the Generation, Goals and Hard Level sections. All the information you need can be found in the table below.

image-20240430-100419.png

 Click here to read the fields' descriptions

| Field | Description | Validations |

| Generation |

| Non-standard tiles per bank | This field determines how many non-standard tiles will be included in a figure bank   | Integer |

| Multiplier on each loss | In levels with score goals, this field will be used as a multiplier to increase the score awarded with each move  | Integer |

| Tile probabilities  | Number of losses that a user can make for a specific level before the Figure Set Dynamic Config is applied | Integer |

| Goals (optional) |

| Goal Type | This dropdown allows you to select the type of goal of your level. There are 2 options: - Collect (collect certain amount of in-game items in the level) - Score (reach certain score in the level) | Tile type: dropdown (applies only to collect mode) Target value: integer (applies to both collect and score) |

| In-game mechanic tutorial: on/off | Checkbox that allows you to activate or deactivate a tutorial explaining the mechanic of the game.. | Checkbox. Activated by default. |

Mass operations

The button [Mass Operations] allows you to change the Level Bank type and copy it to a new Level Bank

Editing Level Banks

Level Banks in active and live Journeys are not editable


Journey Events and Journey Activation Events

Journeys are time-limited events that consist of a series of levels with challenges for players. In contrast, Journey Activation Events are only sent to the player when they first join the game, before they begin receiving regular weekly Journeys.

A/B Experiments

Events and Activation Events are A/B testable entities.

You can read more about A/B Experiments here.

Configuring Activation Events

  1. Navigate to Journeys > Activation Events , and click [+New]. Fill in the name, status, availability and priority of your activation event.

  2. Under Settings , configure the duration of your activation event, and add the cohort day limit of your activation event. Include as well the title and subtitle of your activation event, the translation keys for the title/subtitle, and assets for the bundles.

  3. Under Configuration, add your assets for the gems, the popups, figure sets and translation keys.

  4. Optionally, you can configure push notifications so that players get notified on their device of the event. To do so:

  5. Add the default level bank and rules (if any). Progression Events must include a default Level Bank, which will be sent to all players.

The rules and priority of the Default Level Bank are not taken into account , so any player who matches the rules of the event will receive the Default Level Bank.

Configuring Overrides in Events

You can configure overrides for level banks on top of the default level banks. These levels with overrides will be sent to players following the logic of Rules and Priority.

  1. Select your default level bank from the dropdown:

From the same dropdown, select your overrides. Please note that the override levels need to match the following conditions:

  • Number of levels : the levels in the default bank and in the override banks has to be the same

  • Rewards: the levels with rewards in the overrides must match the levels defined in the default bank

Configuring Events

Events follow the same pattern described in Activation Events with some minimal differences regarding the start/end date.

  1. Navigate to Journeys > Events , and click [+New]

  2. Fill in the name, status, availability and priority of your event. You can also add labels to easily track and filter your events

Setting up the Start and End Dates of your Event

When setting up the start and end date for your event, there are several factors to keep in mind:

  • Both Start for client and Start for player use the local time of the player’s device

  • End for player/client It indicates the local time when the event will end (e.g. the event will end 21 hours earlier in New Zealand, which follows UTC+13, than in Alaska, which follows UTC-9).

Setting up the Event Configuration

  1. Under Configuration , add your assets for the gems, the pop-ups, figure sets and translation keys.

  2. Optionally, you can configure push notifications so that players get notified on their device of the event. To do so:

  3. As a last step, add the default level bank and rules (if any)

You can also configure overrides in Events. Please refer here for further information.

Comparing Level Banks

The configuration inside Level Banks can be compared using the Comparison Tool. This tool compares 2 different entities, highlighting differences and underlining where these differences are.

To use this tool, follow the steps below:

  1. Navigate to Level Banks, and click [Compare] on the upper right corner of the screen:

  2. Select the entities you’d like to compare, and click the blue compare button (blue star)

  3. A new screen will appear where the differences will be highlighted:


Technical information: how do we store level_id?

Data about progression events is stored in multiple tables inside our database. Level_id is stored in multiple tables:

  • Solitaire Classic: solitaire_progression_events_level_banks_level_configs.

  • Woodoku: woodoku_progression_events_level_banks_level_configs / woodoku_progression_events_level_banks_tile_typed_level_configs

  • TripleTile: tile_progression_events_level_banks_level_configs

Most values won’t change if a new configuration is saved, but a new Level_id/config_idis created every time a new bank is created or edited. This way, we can store old values that can be further analysed and can be used to identify which users played which configuration in each level bank.


🔍 Frequently Asked Questions

  • Why is there a restriction in how many levels can a level bank have when adding it to a journey?

Chunks 2

1
**Introduction** _Journeys_ is the name given by Woodoku to Progression Events. Progression ev...
Vectorized

**Introduction**

_Journeys_ is the name given by Woodoku to Progression Events. Progression events are time-limited events which consist of a set of levels with daily challenges for the players, which will receive rewards for completing them. All of the settings required to run a progression event are configurable from Game Server.

There are 2 types of Events—Activation Events and Events—and the workflow in Woodoku consists of 3 main steps:

1. Configure the Level Banks that will be used in the event.

2. Create an Event entity where you’ll specify the following:

3. Activate the event and send it to players.

**Table of Contents**

* * *

## Level Banks

### What are Level Banks?

Level Banks are collections of levels that can be reused in different configurations.

Using level banks instead of separate levels configuration per each event is helpful particularly if there is a well-tested set of level configurations that can be cycled through. For example, if there are 8 banks of levels that are repeated every two months.

### Configuring a Level Bank

1. To configure a Level Bank in Woodoku, navigate to **Journeys \> Level Banks.** Then, click **[New]** on the upper right side of the screen.

**Mass operations**

The button **[Mass Operations]** allows you to change the status of multiple Level Banks at once

1. Fill in the fields:

The name, priority, status and rules fields follow the same logic used in Game Settings or A/B Experiments. You can read more [here](/wiki/spaces/KB/pages/2668494860/Rules+in+Game+Server).

Level Banks support 2 different configurations:

- Without tile types (available for players in version below 1.9.1)

- Using tile types (available for client in version 1.9.1 and above)

### Configuring a New Level (using tile types)

Once you’ve set a name and parameters for your level, it’s time to configure it!

1. Click [**Add Level]**

2. A new Level will appear. Click it to open all the settings. In the table below you’ll find a detailed description of every value.

 Click here to read the fields' descriptions

| **Field** | **Description** | **Validations** |

| #### **General Settings** |

| **Seed** | | Compulsory field |

| **Figure Set Dynamic Config** | This field determines the Figure set for this level, which can be different from the start figure set. | Optional field |

| **Losses before Figure Set Dynamic Config Applied ** | Number of losses that a user can make for a specific level before the Figure Set Dynamic Config is applied | Integer |

| **Dynamic Step per Loss ** | If you use a number larger than 1, the game will accept multiple steps per loss A number **smaller than 1** determines that multiple losses per step are accepted | Integer |

| **Start figure set** | The set that the player will receive when they first open the game | Dropdown: - 9x9 sudoku - 9x9 no sudoku - 6x9 sudoku - 6x9 no sudoku |

| **Name** | Name of the level | |

| **Rewards (click [Add] to include Rewards in your level)** |

| **Rewards** : | This section allows you to set the rewards for the level. Multiple rewards can be added. | - Available options: |

| **Hard Level (optional)** |

| **Special Level Indicator Type** | Use this to flag your level as a hard level | Dropdown: - None - Fire |

3. Once you’ve input your settings, it is time to configure the level board. Here you’ll configure what the player will see once they start playing the Journey level.

- You can select only one cell, or select multiple cells by clicking and dragging. 

- To edit a cell, double click it. 

![image-20240430-100839.png](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/2821128268/image-20240430-100839.png?version=1&modificationDate=1714471722167&cacheVersion=1&api=v2&width=616&height=492)

 

- When you double click a cell, a new pop-up will appear, where you'll be able to add a base and overlay layers.   

4. When you’re happy with the look and feel of your level, fill in the Generation, Goals and Hard Level sections. All the information you need can be found in the table below.

![image-20240430-100419.png](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/2821128268/image-20240430-100419.png?version=1&modificationDate=1714471462189&cacheVersion=1&api=v2&width=840&height=247)

 Click here to read the fields' descriptions

| **Field** | **Description** | **Validations** |

| **Generation** |

| **Non-standard tiles per bank** | This field determines how many non-standard tiles will be included in a figure bank   | Integer |

| **Multiplier on each loss** | In levels with score goals, this field will be used as a multiplier to increase the score awarded with each move  | Integer |

| **Tile probabilities ** | Number of losses that a user can make for a specific level before the Figure Set Dynamic Config is applied | Integer |

| **Goals (optional)** |

| **Goal Type** | This dropdown allows you to select the type of goal of your level. There are 2 options: - Collect (collect certain amount of in-game items in the level) - Score (reach certain score in the level) | Tile type: dropdown (applies only to collect mode) Target value: integer (applies to both collect and score) |

| **In-game mechanic tutorial: on/off** | Checkbox that allows you to activate or deactivate a tutorial explaining the mechanic of the game.. | Checkbox. Activated by default. |

**Mass operations**

The button **[Mass Operations]** allows you to change the Level Bank type and copy it to a new Level Bank

**Editing Level Banks**

Level Banks in active and live Journeys are **not** editable

* * *

## Journey Events and Journey Activation Events

Journeys are time-limited events that consist of a series of levels with challenges for players. In contrast, Journey Activation Events are only sent to the player when they first join the game, before they begin receiving regular weekly Journeys.

**A/B Experiments**

Events and Activation Events are A/B testable entities.

You can read more about A/B Experiments [here](/wiki/spaces/KB/pages/2581889051/Setting+up+A+B+Experiments).

### Configuring Activation Events

1. Navigate to **Journeys \> Activation Events** , and click **[+New].** Fill in the name, status, availability and priority of your activation event.

2. Under **Settings** , configure the duration of your activation event, and add the cohort day limit of your activation event. Include as well the title and subtitle of your activation event, the translation keys for the title/subtitle, and [assets for the bundles](/wiki/spaces/KB/pages/2926346323/Asset+Bundles+in+Game+Server).

3. Under Configuration, add your assets for the gems, the popups, figure sets and translation keys.

4. Optionally, you can configure push notifications so that players get notified on their device of the event. To do so:

5. Add the default level bank and rules (if any). Progression Events must include a **default Level Bank,** which will be sent to all players.

The rules and priority of the Default Level Bank are **not taken into account** , so any player who **matches the rules of the event** will receive the Default Level Bank.

#### Configuring Overrides in Events

You can configure overrides for level banks on top of the default level banks. These levels with overrides will be sent to players following the logic of [Rules](/wiki/spaces/KB/pages/2668494860/Rules+in+Game+Server) and [Priority](https://tripledotstudios.atlassian.net/wiki/spaces/KB/pages/2580021328/Game+Settings+Configuration#What-does-priority-and-availability-exactly-mean%3F).

1. Select your default level bank from the dropdown:

2. ![](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/2821128268/image-20230126-102545.png?version=1&modificationDate=1674728748730&cacheVersion=1&api=v2&width=374&height=54)

From the same dropdown, select your overrides. Please note that the override levels need to match the following conditions:

- **Number of levels** : the levels in the default bank and in the override banks **has to be the same**

- **Rewards:** the levels with rewards in the overrides **must match the levels defined in the default bank**

### Configuring Events

Events follow the same pattern described in Activation Events with some minimal differences regarding the start/end date.

1. Navigate to **Journeys \> Events** , and click **[+New]**

2. Fill in the name, status, availability and priority of your event. You can also add labels to easily track and filter your events

#### Setting up the Start and End Dates of your Event

When setting up the start and end date for your event, there are several factors to keep in mind:

- **Both Start for client and Start for player** use the **local time of the player’s device**

- **End for player/client** It indicates the **local time when the event will end** (e.g. the event will end 21 hours earlier in New Zealand, which follows UTC+13, than in Alaska, which follows UTC-9).

#### Setting up the Event Configuration

1. Under **Configuration** , add your assets for the gems, the pop-ups, figure sets and translation keys.

2. Optionally, you can configure push notifications so that players get notified on their device of the event. To do so:

3. As a last step, add the default level bank and rules (if any)

You can also configure overrides in Events. Please refer [here](https://tripledotstudios.atlassian.net/wiki/spaces/KB/pages/2821128268/Woodoku+Journeys#Configuring-Overrides-in-Events) for further information.

Vector dimensions: 1536
2
Comparing Level Banks The configuration inside Level Banks can be compared using the Comparison ...
Vectorized

Comparing Level Banks

The configuration inside Level Banks can be compared using the Comparison Tool. This tool compares 2 different entities, highlighting differences and underlining where these differences are.

![](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/2821128268/image-20230525-172455.png?version=1&modificationDate=1685035499931&cacheVersion=1&api=v2&width=340&height=52)

To use this tool, follow the steps below:

1. Navigate to Level Banks, and click **[Compare]** on the upper right corner of the screen:

2. Select the entities you’d like to compare, and click the blue compare button ![(blue star)](/wiki/s/1531367987/6452/1cc5da61c751f60a4fe1a8d36b307dac58e244ea/_/images/icons/emoticons/star_blue.png)

3. A new screen will appear where the differences will be highlighted:

* * *

**Technical information: how do we store level\_id?**

Data about progression events is stored in multiple tables inside our database. `Level_id` is stored in multiple tables:

- Solitaire Classic: `solitaire_progression_events_level_banks_level_configs`.

- Woodoku: `woodoku_progression_events_level_banks_level_configs / woodoku_progression_events_level_banks_tile_typed_level_configs`

- TripleTile: `tile_progression_events_level_banks_level_configs`

Most values won’t change if a new configuration is saved, but a new `Level_id/config_id`is created every time a new bank is created or edited. This way, we can store old values that can be further analysed and can be used to identify which users played which configuration in each level bank.

* * *

## 🔍 Frequently Asked Questions

- **Why is there a restriction in how many levels can a level bank have when adding it to a journey?**

Vector dimensions: 1536

Details

Confluence ID
2821128268
Space Key
Version
50
Created
November 06, 2025 at 11:34 AM
Last Updated
November 06, 2025 at 11:34 AM
Last Modified (Confluence)
May 22, 2024 at 01:47 PM
Content Size
11.1 KB

Labels

woodoku-docs