My name is Leandro and I want to use Typebot to create an intuitive and gamified mission progression system that is connected to my OpenAi assistant and WhatsApp.
The idea is that the user can clarify doubts regarding a face-to-face circuit that will be taking place and that he can receive missions through conversation.
This already happens in this simple block, however, I need to create a progression system that goes beyond memory, which checks whether, for example, a requirement of mission 1 (sending a photo) was actually fulfilled.
From the little I know about Typebot, I have been thinking about creating separate groups for each mission, which are already in my assistant's database.
So, my idea is to direct the user to the mission group through keywords that will be delivered to users in the face-to-face circuit, so that they can say it to the chat and be directed to the keyword mission group and the assistant will limit itself to guiding them only in the mission corresponding to the word, and after finishing, it will return them to the main loop where they can go back to asking questions and executing another keyword for another mission.
The flow may seem unintelligent, but this is how the person who requested the construction wants it, I wanted to know if this is actually possible (I believe so) and what would be the best practices so that I can perform this task, I'm a noob.
I do something like this with a few typebots ive created. They are not simple but track the user and there progress based on what they do. I based my logic of of a game engine I created a spin of off.
A Tile Flower Game Engine (TFGE) is like a random table but with a memory. That is, the last outcome has an effect on the next outcome. Main parts - TFGEs comprise two main parts. The first part is the Tile Flower Grid (TFG), which is a group of TileS arranged in a flower-like shape. In the below example the (TFG) is made of 19 Tiles. Each Tile defines a game outcome. The TFG also defines which outcomes are next to each other, which unlike a normal random table is quite important. This data is stored as variables in the player table. Also interaction lines dictate if the Tile can be moved to.
Stopping on a tile is the same as advancing the chat dialog. and there are 19 outcomes evben though there is not movement perse in a bot systematically you can set that outcome and calculate it based on the users level and attributes.