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EN Contribute Welcome
Français · Type: explanation · Audience: contributor · Context: engine repository · Status: ready · Applies from: 4.4.0
quest'n'click is a small project with one maintainer, @wanoo. A contribution is welcome when it is small, tested and explained: a bug fix with its regression test, a missing case of the validator, a clearer page. This page says why the project works the way it does; the pages it links say how.
A game is data, never code. The engine in src/engine/ reads a game folder games/<id>/ and knows nothing else
about it. That is what lets the validator, the solver, the replay, the Studio and an AI assistant all read and check the
same content. A change to the engine keeps that promise: gameplay stays declarative in games/<id>/, and geometry
stays in layout/*.json (see Architecture).
Most mechanics already exist. Before asking for a new command or field, read the classic mechanics of the genre
(Classic mechanics, the old docs/en/CLASSICS.md): insult fights, melting items, patrols,
haggling and cross-character puzzles are combinations of rules, flags, scripts and events the engine already has. A
request for something new starts from the feature issue template, after that page.
Every claim has a check. The project prefers a gate that fails to a promise that drifts. Coverage floors only rise (The coverage ratchet), the engine's behaviour is frozen in a baseline (The quality baseline), and every surviving mutant is named with its reason (Mutation testing). What only people and real devices can check is a field pass, reported in each release (Field passes).
What is public is a promise; the rest may move. The public DSL, the save envelope and the plugin contracts follow semantic versioning from v3 on, except on the 4.1.8–4.1.15 incubation line, where a break was documented with a migration (Stability and support). Internal modules are not compatibility promises unless a page says otherwise (Import boundaries).
- Prepare the machine once: Developer setup.
- Read the code with Architecture, then walk the Code tour (half an hour).
- Change one thing, with the loop of The dev loop. Keep it small; a bug fix comes with the test that would have caught it.
- Name the branch, the pull request and the fragment of the CHANGELOG as Conventions says.
- Run the checks of Before a pull request, open the pull request from the template, and read what CI says (CI explained).
Working with an AI assistant is expected and has its own rules: Contributing with AI agents.
Limit ·
private-assetsNever add private source assets, or material whose commercial rights are unclear. Every asset of the sample game is CC BY 4.0 (Licences and credits).
Everyone here follows the Code of conduct. A vulnerability is reported privately, never in a public issue: Security policy. How decisions are made, and who makes them, is in Governance and Decisions and ADRs.
- The public development documentation lives in
docs/dev/, in English; disagreements are arbitrated by the maintainer and the exchange is committed there (D3). -
ADR 0030: the documentation is generated from
wiki/; this page is one of its sources.
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.
Edit the source · Modifier la source · Report an error · Signaler une erreur
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