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EN Create Review Pages
Français · Type: reference · Audience: author · Context: engine repository, created project · Status: ready · Applies from: 4.2.5
Five generated HTML pages let the author check the game away from the computer. Three take annotations: the storyboard, the sprite review and the placement page. Two are read-only pictures: the world and the puzzles. Each page is a single self-contained file (images embedded, no server), made to be published as a claude.ai artifact: the author annotates on a phone, the AI reads the annotations back and acts on them.
npm run page:storyboard # → dist-pages/storyboard.html (needs games/<id>/storyboard.json)
npm run page:storyboard -- --md # also writes games/<id>/storyboard.md (plain text for agents)
npm run page:review # → dist-pages/review.html
npm run page:placement # → dist-pages/placement.html
npm run page:world # → dist-pages/world (no .html extension: --out world.html for one)
npm run page:puzzles # → dist-pages/puzzles (no .html extension: --out puzzles.html for one)
npm run import-layout -- <file|dir> # merges exported layouts into games/<id>/layout/<room>.json (--dry to preview)
Run them in the engine repository, on your machine. Options: --out <dir> or --out <file.html>. The game is the
current one (GAME=<id>, else the game npm run game chose, else package.json's config.game); GAME_DIR=<path>
points at a game folder outside games/ (for example tests/fixture).
Limit ·
engine-repo-onlyThequest-n-clickcommand of a created project does not offer these pages norimport-layout. In a created project, the Studio (npm run studio) shows the same things: the Storyboard tab, the Assets tab, the placement editor, and the world and puzzle graphs in the Check tab.
Images come from games/<id>/art/ (following sources.json, like npm run assets), or from the prepared
public/assets/img/ when the game's manifest lists them. With python3 and Pillow installed they are downscaled to
WebP thumbnails (cached in .cache/pages/); without, the files are embedded as they are and the page gets bigger. Keep
a page under 16 MB, the artifact limit: the generator prints the page's size and warns above it.
tools/pages/storyboard.ts, schema in tools/pages/storyboard-schema.md.
One section per board: the room's decor, the goal, then every panel with its action, its lines (portrait, name, text),
its sounds, and a notes box. Talk topics, optional reactions and hints follow. Notes go to the collection notes (doc
id = panel id; also general, <board>__talk__<character>, <board>__reactions, <board>__hints). Whatever Claude
writes in the collection rewrites under the same id shows up in green under the note. Ids are kept to letters,
digits and _ - . ~ : @ +; other characters become _.
The page refuses an invalid storyboard with the same sentences as the Studio and the MCP's set_storyboard. What the
storyboard is for: The storyboard, source of truth.
tools/pages/review.ts. Every folder of games/<id>/art/ is a sheet, every image in it a cell (nested folders, like
talk kits, are included: the cell is pose/t1). Each cell is tagged used when the game references it (same rules as
tools/refs.ts and npm run assets, so sources.json overrides count), with the ids that cite it. Ids the game cites
but no file provides are listed at the top. Per cell: keep / redo / unused and a note, saved in the collection decide
(doc id <sheet>__<cell>, value { choice, note, sheet, cell, used, updatedAt }). Filters: all, used, not used,
undecided, redo. How the sheets are made: Images.
tools/pages/placement.ts. One room at a time, on its decor (640 × 400 logical units, scaled to the screen). Drag
with a finger or the mouse:
- props and actors by their body (feet = the white dot), their height with the blue dot, their approach point with the pink diamond ("Add approach" creates one); actors are drawn at their depth scale, as in the game;
- hotspots (rectangles: move, resize with the corner dot; polygons: drag the points);
- the walk area points (select "Walk area"; tap a point, then "Add point" after it or "Delete point");
- the entries (rings; the hero is drawn faintly on
default, at its scale) and the two scale lines (blue dashes).
Anything absent from the layout is shown in the middle with a "to place" badge, dashed, and is written only once
moved. Each change saves { room, layout } in the collection layouts (doc id = room id). "Export room" gives the
room's layout, the same shape as games/<id>/layout/<room>.json; "Export JSON" gives { "layouts": { "<room>": … } }.
The page does not edit per-state positions, rotation, z or on: those keys are kept as they are. For fine work, use
the in-game editor (npm run dev, then ?edit=<room>) or the Studio: see Placement and stage.
npm run page:world draws the rooms and the ways between them (declared exits solid, goto commands dashed, rooms on
the map marked), lists unreachable rooms and exits with no way back, and prints the DOT source for Graphviz.
Read-only: no annotations, no artifact database. The same picture is in the Studio's Check tab.
npm run page:puzzles draws the puzzle graph: things (items, flags, props, places, events, moved characters) in
colour, actions (rules, topics, scripts, listeners, chapter goals) in white; grey arrows for what an action needs,
dotted when it is read inside its commands, green for what it produces, red dashed for what it consumes. Tap a thing
for its card: acquired by, consumed by, used by, requires first, unlocks, downstream. The page lists what is read but
never produced and what is produced but never used, and prints the overview table and the DOT source. Read-only. How
to read it while designing: Puzzle design.
Every annotated page shows a status line at the top and an Export JSON button. It works in three modes:
-
Published as an artifact, with the
dbcapability: each change is saved in the artifact's database, and the page follows live changes, Claude's included. Status: "Connected". -
Opened as a plain file (a browser, an email attachment): changes are saved in the browser's
localStorage. Export JSON copies the data to the clipboard and downloads a.jsonfile: send it back. - Read-only (the viewer may not write in the database): edits stay on the device; Export JSON still works.
A local copy is always kept, so a page reopened on the same device shows what was typed, even offline.
- Build the page, then publish it with the Artifact tool, declaring the database:
capabilities: { db: {} }. Republish to the same URL after each regeneration (same file path in the same session, or passurl): the database is kept across versions.
- Send the link to the author. Only people with edit rights (Contributor or more) can write.
- Read the annotations with the ArtifactData tool,
action: "list", on the artifact'surl:- storyboard: collection
notes; answer by writingrewrites/<panel id>with{ "text": "…" }(set); - review: collection
decide; list theredocells with their notes, one regeneration prompt per sheet; - placement: collection
layouts; save the documents to a JSON file and import them (below).
- storyboard: collection
- If the author used a plain file instead, they send the exported JSON: same content, read it directly.
The wider method of working with an assistant is in Working with an AI.
The second step of the method, after the story is written as data: npm run page:storyboard renders the storyboard as
an illustrated page, every panel composed from the real backgrounds and sprites (once they exist), with the lines,
playable sounds, and a notes box under each panel. Publish it as an artifact: the author annotates from a phone, the AI
reads the notes back (ArtifactData) and rewrites the storyboard. Iterate until the author says "v final". Only then
write the rooms.
npm run import-layout -- exported.json # one file
npm run import-layout -- ./layouts/ --dry # every .json of a folder, preview only
Accepted files: the page's Export JSON ({ "layouts": { … } }), Export room (<room>.json, the room is the file
name), one database document ({ "room", "layout" }), or a list of documents as ArtifactData returns them
([{ "id", "data": { "room", "layout" } }]).
Only keys present in the export change: hotspots, props, actors and entries are merged id by id (each exported
entity replaces the stored one), walk, scale and floor are replaced when present. Removals made on the page
("Unplace", "Remove approach") are therefore not imported: delete those keys by hand or in the in-game editor. The
command prints every change (+ added, ~ changed) and <n> room(s) updated in … (would change with --dry).
Then run npm run validate and look at the room (?dev&at=<checkpoint>).
Guarantee ·
import-layout-merges· referenced · scope self-checked by the author (AI), not reviewedimport-layoutreplaces the exported entities, and keeps the other entities and the keys the export did not carry.
- Sources:
tools/pages/(storyboard.ts,review.ts,placement.ts,world.ts,puzzles.ts,import-layout.ts,lib.ts),tests/pages.test.ts. - The storyboard, source of truth · Images · Placement and stage · Check in the Studio · Working with an AI.
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