But a bad actor could release a community mod for your game that does something popular superficially, but withwhile smuggling spyware into the executable code hiding inof the achievement conditions that does something sneaky, like acting as spywarecondition. You You want to avoid exposing your players to a threat vector like this, in case your game gets popular and develops a thriving modding community that can attract hackers who preypreying on less tech-savvy playersfolks.
In that example, my threeI only needed two types were:
- Count - triggers when you've created enough blobs of a certain type (parameters: type, threshold count, and a flag to choose between simultaneous or lifetime total)
- Connection - triggers when you have enough blobs of a certain type surrounding another type (parameters: center type, connected type, threshold count)
In code, this looks like a switch statement in your loading routine, checking for the key strings (or using enums if your environment makes that convenient), and populating your new Achievement object with a new Criterion object of the correct subtype, or list thereof.