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EN Studio Map
Français · Type: how-to · Audience: author · Context: local Studio · Status: ready · Applies from: 4.2.3
The local Studio · contract: stable · verified by CI (support matrix of 4.4.0, 2026-10-23): Chromium end to end (the Studio's checks); Windows: the unit suite only · automated checks: jobs
e2e,windows; CI plane2e,windows; 2 test files · people's passes:studio-hero-matrixnot run (#238) · known limits:not-declared
The Map tab groups what the game already names into the scenario's chapters, puzzles and characters, shows where each piece is written, and lists what no grouping names yet. It only refers to the content: it never changes it.
A games/<id>/groupings.json that sorts rooms, rules, topics, items, characters, objectives and checkpoints into
chapters, puzzles and characters, and a map that says, for each reference, the file:line that writes it.
The local Studio and a hosted Studio (where a reviewer reads it without editing), from 4.2.3; not the demo Studio, which says "The scenario map needs the dev server or a hosted Studio." On a team Studio the map and the semantic diff work together: Map and semantic diff.
- The Studio running (overview).
In the browser, on the Map tab.
- New grouping: a Title and a Kind, chapter, puzzle or character.
-
Add its references, each something the game already names:
Reference Names <room id>A room <rule or topic id>A rule or a talk topic item:<id>An item char:<id>A character objective:<id>An objective checkpoint:<id>A checkpoint
-
Save. Each reference is then shown with the
file:linethat writes it, or "not declared" when the game does not know it. Edit changes a grouping, Delete the grouping removes it.
- Read Not in any grouping: the rooms, characters, items, objectives and checkpoints no grouping names yet ("Everything is in a grouping." when none is left).
Guarantee ·
groupings-only· referenced · scope self-checked by the author (AI), not reviewed A grouping only refers: saving it writesgroupings.jsonalone, never the content. Adding then deleting a grouping leaves every content file as it was.
Limit ·
not-declaredThe map is derived at each read from the IR's provenance and the groupings, never stored. Ids written by code, and the ids of lines or steps, are not in the IR's provenance: they show as "not declared" even when the game uses them.
Saving refuses a file that breaks one of these, and says each problem:
-
groupingsis a list of at most 500 groupings, and nothing else is in the file; - a grouping's
idis lowercase letters, digits and-(64 characters at most), unique; -
kindischapter,puzzleorcharacter; -
titleis a text of 1 to 200 characters, without control characters; -
refsis a list of at most 500 references, each without spaces (200 characters at most), none named twice; - no other field.
A groupings.json edited by hand is read as far as it can be: the readable groupings are mapped, the others are said.
Each reference shows a file:line; git diff shows games/<id>/groupings.json changed and nothing else.
| Symptom | Cause | Fix |
|---|---|---|
groupings[n].id must be lowercase letters, digits and - |
A capital, a space or another sign in the id | Rename it |
groupings[n].refs[k] must be a reference without spaces |
A space in a reference | Use the id as the game writes it |
| A reference shows "not declared" | The game does not know it, or it is written by code | Check the id; a code-made id stays "not declared" |
games/<id>/groupings.json only (on a hosted Studio, a span of its own).
The header's Undo does not cover the groupings: use git (git checkout -- games/<id>/groupings.json) or delete the
grouping.
-
tools/studio/scenario-map.ts,src/studio/map-tab.ts. - The routes
GET/PUT groupingsandGET map: Studio API. The world map of exits is a different thing: World 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