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EN Create World Map
Français · Type: reference · Audience: author · Context: engine repository, created project · Status: ready · Applies from: 4.3.0
The travel map: regions, places that open rooms, the journey between them, and the "news" marker. Declared once in
game.ts (map). A game with only two or three rooms joined by doors does not need one.
map: {
start: 'world',
regions: { world: { name: 'World', image: 'decor/map' }, town: { name: 'Town', image: 'decor/map_town', parent: 'world' } },
places: {
market: { name: 'Market', room: 'market', region: 'town', pos: [61, 41], portrait: 'seller/r1c2', vehicle: 'car', news: '!market_done' },
},
},| Field | What |
|---|---|
start |
The region shown when the map opens. |
regions.<id> |
name, image (the map picture), parent (the region it opens from: France from World), frame: [x, y, w, h] (its area on the parent's image, in %, for the zoom button). |
places.<id> |
name, room (the room it opens), region, pos: [x, y] (in % of the region's image), portrait, vehicle, news, joins. |
music |
The map's music. |
vehicles |
{ car, plane, pin, news }: images that replace the skin's icons on the map. |
The validator wants the start region, each place's room and region, and each region's parent to exist.
A place shows only once unlocked: { unlock: 'market' } in a rule, or start.unlocked in game.ts (a checkpoint has
its own unlocked). { unlocked: 'market' } tests it. The player opens the map with its button (skin.icons.map), or
a rule does with { map: true }; a tap on a pin travels to its place's room (its onEnter runs). vehicle: 'car' or
'plane' draws the vehicle along the route: a small animation and a sense of distance.
news: COND shows a "!" on the pin while the condition is true: where something new is waiting. In the demo, the
garden has news while !tank_drained, the house when you hold the key and the pantry is still closed.
Applies from 4.4.0 · feature since 4.4.0
A place's portrait can be a list: several faces side by side on its pin, when several characters live there. A place
that says joins: '<place>' sits on that place's pin instead of having its own: once it is unlocked its face is added
there, a tap on a face travels to that face's place, and from any of them the pin is "here" (only the current face is
ringed). Moving between two places of one pin draws no journey. Its own pos is not used: write the pin's.
places: {
harbour: { name: 'Harbour', room: 'quay', region: 'town', pos: [30, 70], portrait: ['captain/r1c2', 'cook/r1c2'] },
// Another room of the same town: its face joins the harbour's pin and leads straight there.
lighthouse: { name: 'Harbour: the lighthouse', room: 'lighthouse', region: 'town', pos: [30, 70], portrait: 'keeper/r1c2', joins: 'harbour' },
},The validator wants the pin's place to exist, in the same region, and not to join another itself (and refuses a place that joins itself). A pin with one place renders as before.
- Add one from three places. With two, a door is enough (exits).
- Vehicles give each trip a small animation and a sense of distance.
- The news marker shows where something new is waiting.
-
No locked places shown. A place appears when a rule unlocks it, with a
toast("New on the map: the garden"). Players should never see a pin they cannot use.
More on how the map serves the story: puzzle design.
-
MapDef,MapRegion,PlaceDefinsrc/engine/core/types/game.ts; the validator's rules insrc/engine/tools/validate/map.ts. -
unlock,map(commands),{ unlocked }(conditions), the map textsui.mapTitle,ui.mapBack,ui.world,ui.zoomIn,ui.arrival. The Studio's map view: Studio map.
Generated publication · publication générée — current documentation · documentation courante: quest'n'click 4.4.0 r1, documentation revision · révision de la documentation 8dc717c69acb62c4742b69c54a7e7dfb620f75d8.
Earlier versions and permalinks · versions précédentes et liens permanents: https://wanoo.github.io/quest-n-click/docs/
An edit made in this wiki is overwritten at the next publication · une modification faite dans ce wiki est écrasée à la publication suivante.
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Index (6)
Start (6)
Play (9)
Install (17)
- Requirements
- Install from the release archive
- Install from npm, once published
- Install from the repository to work on the engine
- doctor: checking your machine
- Image toolchain
- Audio toolchain: ffmpeg, fluidsynth, Furnace, uv
- Upgrade
- Upgrade notes: 4.4
- Upgrade notes: 4.3
- Upgrade notes: 4.2
- Upgrade notes: 4.1
- Upgrade notes: v3
- Upgrade notes: v2 to v3
- Coming from web-scumm
- Package reference
- Install troubleshooting
Create a game (55)
- Your first game
- Layout of a created project and of the engine repository
- The working loop
- Content principles and the identity contract
- Rooms
- Geometry: placement, walk zones, masks, layers, camera
- Something is visible but unreachable
- Reactions
- Game commands
- Conditions
- Flags, variables and events: which to use
- Custom code
- Characters
- Items and inventory
- World map
- Dialogues
- Scripts and events
- Moving characters: patrols and walks
- Exits
- Chapters and objectives
- State and saves: persistent or temporary, renaming an id, migrations
- Staging: wide rooms and animations
- The stage: lights, particles, floors
- Skin and fonts
- Title and credits
- Heroes: several characters and hero choice
- Built-in minigames
- A custom minigame
- Translations
- Music in stems
- Sound effects
- Voices: per language and per hero
- Images: prompts, cutting sheets, transparency, scale
- Asset provenance
- The storyboard, source of truth
- Puzzle design
- Classic mechanics
- Review pages
- DSL reference
- Checking your game
- What the solver proves
- Solver options
- Playtests
- Remix
- Speedrun for authors
- The sealed ending
- Production template
- Example games
- Working with an AI
- Build and release a game
- Publish on GitHub Pages
- The static game on Clever Cloud
- Other static hosts
- Sub-path, cache and service worker, incomplete deploys, going back
- Testing on a phone over the LAN
Local Studio (24)
- The local Studio: overview and launch
- Edit a room
- Placement and stage
- Preview, apply, undo
- Storyboard
- Assets and cutting
- Check: validator, solver, critical path, heat, health, coverage
- Before and after captures
- Semantic diff
- Play and replay a session
- Rule explainer
- Language and objectives
- Voices and the heroes × languages matrix
- Map
- Notes
- Remix in the Studio
- Music
- The Assistant: bring your own key
- Demo mode and studio-apply
- Local and LAN security
- Studio API
- Local MCP: setting up each client
- MCP tools
- Studio troubleshooting
Team Studio (21)
- What runs where
- Concepts: revision, transaction, span, lease, preview, build
- Starting as an invited dev
- Working together day to day
- Roles and actions: the full matrix
- Invitations
- Managing members
- Write refused on the hosted Studio: stale base revision (409)
- Write refused on the hosted Studio: span locked (423)
- Recovering after a lost lease, a disconnection or a stale preview
- Comments
- Map and semantic diff
- Publishing builds
- Remote MCP
- The game in Git
- Upgrading the engine of a hosted game
- Hosted assets
- The server's command line
- Health and metrics routes
- Trying it locally with compose.yml
- Known limits
Clever Cloud (23)
- Clever Cloud: overview, cost and prerequisites
- Apps and add-ons
- Domains and TLS
- Keycloak
- Generic OIDC and GitLab
- Configuration
- First deployment
- Backups
- RPO and RTO
- Restore the Studio on a fresh installation
- Redeploys
- Upgrading the server and checking state after a migration
- Limits of going back
- Monitoring
- Security
- Rotating keys
- Recovering admin access
- Changing domain or OIDC provider
- Worker, PostgreSQL or Cellar down
- Exporting the game and leaving the installation
- Retention
- Clever Cloud troubleshooting
- Costs and teardown
Reality Bridge and connectors (16)
- The Reality Bridge: what it is
- Quick start
- Guarantees
- Install and run the Bridge
- Backup and restore
- Several tenants
- Signals and the manifest
- The Bridge's command line
- Connectors overview
- Email connector
- Telnet connector
- SSH connector
- Open Badges connector
- The connector SDK
- Security: Biscuit and signatures
- Bridge and connector troubleshooting
Contribute (25)
- Welcome
- Developer setup
- The dev loop
- Before a pull request
- Conventions
- Writing documentation
- Architecture
- Code tour
- Import boundaries
- Which tests run when
- Mutation testing
- The coverage ratchet
- The quality baseline
- CI explained
- Field passes
- Benchmarks
- Releasing
- npm packages
- Decisions and ADRs
- Governance
- Bot pull requests
- Contributing with AI agents
- Security policy
- Code of conduct
- Licences and credits