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EN Create Example Games
Français · Type: reference · Audience: author, contributor · Context: engine repository, created project · Status: ready · Applies from: 4.4.0
The engine repository holds five games under games/. Each one exists for a reason: a starting point, a sample that
shows every feature once, a reference chapter the CI proves and plays, a playable example of the hero choice, and the
sample game of the Reality Bridge. Read the one closest to what you want to write before writing it.
| Id | Title | Rooms | What it shows | Since |
|---|---|---|---|---|
_template |
(the new game's title) | 1 | the starting point of every new game | 1.0.0 |
demo |
The Pantry Key | 3 | every engine feature once; the default game | 1.0.0 |
reference |
The Night Market | 8 | the reference chapter: two playable cats, staging, Remix, speedrun categories | 3.4.0 |
heroes |
Who Am I Today? | 1 | choosing the hero, in two languages, voiced per hero | 4.4.0 |
signals |
Signals | 1 | signals from the world outside (Reality Bridge) and the connectors | 4.1.1 |
In the engine repository, the current game is GAME=<id>, else the game last selected (npm run game,
npm run new-game), else package.json → config.game, which is demo.
# in the engine repository, on your machine
GAME=reference npm run dev # play it in the browser
GAME=reference npm run solve # a way from New Game to the end
GAME=reference npm run game # make it the current game for every later commandA created project holds one game, in game/, made from _template. The npm package ships games/_template/ only:
read the other four in the engine repository (github.com/wanoo/quest-n-click,
folder games/).
games/_template/: game.ts, cast.ts, items.ts, rules.ts, one room rooms/start.ts with its
layout/start.json, storyboard.json, site.json, placeholder art under art/, and tests/game.test.ts. The
strings __ID__ and __TITLE__ are replaced at creation.
The copy every new game starts from:
-
npm run new-game <id> ["Title"](engine repository) copies it togames/<id>/, draws placeholder art, and makes it the current game; -
quest-n-click create <folder> ["Title"], ornpx create-quest-n-click <folder>, copies it to<folder>/game/without itstests/(a created project checks its game withnpm run verify), and writes aprovenance.jsonthat marks the art as a placeholder.
It declares nine verbs (Give, Open, Close, Take, Look, Talk, Use, Push, Pull), a hero, a hintItem (note) given at
the start, and a skin that points at the starter interface icons.
The placeholder art is drawn from shapes (tools/placeholder-art.py). A release refuses it until every file is
replaced and its provenance reviewed (quest-n-click provenance --lock): see
Asset provenance.
A 15-minute point-and-click that shows every engine feature once. Pixel the cat wants the sardines; Grandma locked
them in the pantry and lost the key. Three rooms: Grandma's house, the garden, the market. Design: games/demo/STORY.md;
every line: games/demo/storyboard.json.
- Two playable cats (
players): Pixel first, Biscuit (asleep at home) can be switched to at any time, with his own inventory. - Hints through an item (
hintItem: 'shell_phone') spoken by an offscreen character (hintVoice: 'grandma_voice'). - A guided tutorial in the intro (
guide), achoicebefore the first room, and the sealed ending that judges that guess (ending,npm run seal). - Two built-in minigames:
pipes(garden) andpick(market) (Built-in minigames). - Checkpoints that are also chapters (
goals;npm run solve -- --chapters), objectives, three manual save slots. - Remix: where the seller leaves the pantry key and how Pixel turns the oranges down, two catalogue modes.
- Stable ids written into the sources and their save migration (
ids.migration.json,saveVersion: 2): State and saves. - English and French (
locales/), a playtest session (playtests/), its own browser playthrough (e2e.mjs), art prompts (prompts.md) and a locked provenance.
demo is the engine repository's default game (package.json → config.game).
The engine's second real game (3.4, D13): a 30-to-45-minute chapter built only from the sample game's art and sound,
reframed. Festival night, every light in the market is out, and Lou needs the lights, the festival board and a lit
lamp. Eight rooms: street, market, alley, backlot, yard, kitchen, cellar, hall. Design: games/reference/STORY.md.
- Two playable cats who need each other: an item handed from one to the other, a link open to Biscuit only, a door only Pixel opens, a floor one of them changes for the other (Heroes).
- The stage: layers with parallax, masks, walk zones and links, lights and particles, a timed finale (The stage, Geometry).
- A character walking on his own until an event stops him (
scriptsseller_rounds,events) (Scripts and events). - Two minigames:
cables(street) andcode-wheel(hall); choices in dialogue. - Speedrun categories (Any%, No Hints, Real Time, the Remix categories, the wheel proved) and splits on the objectives (Speedrun for authors); a Remix manifest and Remix playtest sessions.
- English and French.
It is a test bench as much as a story. The CI builds it (GAME=reference), proves it whole and chapter by chapter,
and plays it to the end at the keyboard in Chromium and WebKit, and in French with no English default visible. A
change to it can fail the reference gate.
The playable example of choosing the hero (4.3.0 "Hero Choice", added in 4.4.0, ADR 0022). One room, the garden. At New Game, three heroes on portrait cards (Pixel, Biscuit, Gaby the gull), the same puzzle for each (the gate key under the watering can).
- The intro that runs before the room's arrival, with a
choicewhose answers are cards with a portrait (img). - The hero's name in the lines (
{hero}) and the words used for each hero ({form?…}), in English and French (locales/fr.json, where French adds its own agreements). - Lines voiced per hero (
<id>~form=<value>inaudio.voicesandaudio.voicesByLang.fr); a save keeps the hero. - It reuses
demo's verbs and art.
Its browser test (e2e.mjs) picks each hero in each language, saves, continues and finishes. The CI builds it and
proves it for every hero (GAME=heroes npm run solve -- --prove). See Heroes and
Voices.
The sample game of the Reality Bridge (4.1.1). One room, a garden: the gate opens when the right answer arrives by email (a signal from the world outside), or, if the outside never answers, when the radio on the bench is used (the signal's fallback).
-
reality.signals: a required signal with a fallback, optional signals, a signal that can arrive more than once (once: false). - Since 4.1.9, the real connectors' signals and what each connector may turn into a signal: words of a letter (email), the commands of a terminal (Telnet and SSH), badges (Open Badges).
- Scenarios for the simulated solver (
reality/scenarios/) and a recorded replay (replays/).
The CI runs GAME=signals npm run solve:reality and plays it end to end against a reference Bridge. See
What the Reality Bridge is and Signals and the manifest.
Limit ·
examples-not-templatesOnly_templateis meant to be copied. The four others are examples and test benches: their content changes with the engine, anddemo,referenceandheroesreuse each other's art and verbs (heroesandreferenceimportdemo's game file). Copy a mechanic, not a whole game.
-
GAME,GAME_DIR,npm run game,npm run new-game,quest-n-click create. - Your first game, Layout of a created project, Classic mechanics.
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