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EN Create Storyboard
Français · Type: explanation + how-to · Audience: author · Context: engine repository, created project · Status: ready · Applies from: 4.2.5
storyboard.json holds the script of a game: one board per room, one panel per beat, who says what, the player action
that triggers each beat, the sounds, and the hints. The method says the storyboard is the source of truth for every
text, and the rooms are written from it. The engine, though, never reads it. This page explains what that choice
gives, where the storyboard and the game can drift apart, and how to keep them in step.
Write the story as a storyboard before any room file: boards (one per room), panels (one per beat), lines (who says
what), the player action that triggers each beat, the sounds, and the hints the helper voice gives when the player is
stuck. The file is games/<id>/storyboard.json in the engine repository, game/storyboard.json in a created project.
The code is derived from the storyboard, never the other way round.
Before writing, answer the four questions of Story first (premise, want,
obstacle per room, ending) and read Puzzle design: what makes a good room, puzzle, hint chain
and fallback in this engine. In the engine repository, Claude Code has a /storyboard skill (.claude/skills/) that
writes the file with you; it is not shipped to a created project.
- The story can be judged before it is built. A storyboard is short, readable and reviewable on a phone (Review pages). Changing a panel costs a sentence; changing a room costs code, layout, art and proofs.
- Every text has one home. Lines, topics and hints are written once, in the order the player meets them. The rooms copy them; a writer or a translator reads them in one place.
-
An assistant works better from it.
npm run page:storyboard -- --md(or the Studio's Export Markdown) writesstoryboard.md, plain text that sub-agents read before writing a room; the MCP toolsget_storyboardandset_storyboardread and write the JSON.
The game runs from the rooms (rooms/*.ts, cast.ts, rules.ts…), not from storyboard.json. Nothing copies a line
from one to the other automatically. So they can differ, in three ways:
- The rooms changed, the storyboard did not. A line rewritten in the Studio's Rooms tab (it edits the string in the room file) or by hand stays old in the storyboard.
- The storyboard changed, the rooms did not. A panel added after the room was written is not in the game until someone writes it.
-
Two editors of the same file. In the local Studio, the Storyboard tab keeps every edit in memory until Save,
which writes the whole document. When
storyboard.jsonchanges on disk meanwhile (an AI, an editor, git), a banner offers to reload; with unsaved edits it warns that saving would overwrite that change. On a hosted Studio the storyboard belongs to the spanstory("story and storyboard"): a member editing it holds its lease, and another member's save is refused with a 423 (span locked), or with a 409 when the file changed since they read it (stale base).
Coverage measures the first two. It checks the saved storyboard against the content: each board's room, each
speaker, line, topic, sound and panel action is ok (found), partial (the pieces exist but not the whole: the
entities but no rule, a close line, a character not in that room), missing (the game has nothing of it) or
unknown (prose the checker cannot read). The same check feeds the Studio's badges on each board and panel ("✓
everything is in the game", "~" partly, "✗" missing), the Storyboard coverage panel of the Check tab, the MCP tool
storyboard_coverage, and npm run page:storyboard.
Guarantee ·
storyboard-coverage-reports-missing· referenced · scope self-checked by the author (AI), not reviewed A panel whose room, speaker, line or sound the game lacks is reported missing, not marked as in the game.
Limit ·
coverage-is-textualCoverage compares text and ids; it does not play the game. A panel's action is matched against the rules as prose ("Open Grandpa's armchair"), so a free wording can stayunknown. A line the game has but reworded beyond "close" ismissing. Coverage says what to look at; the solver and the playtests say whether the game works.
The schema is tools/pages/storyboard-schema.md. The habits that make it
useful:
-
One board per room, in play order, with its
goal. The sample game hasopening,house,garden,market,finale. - One panel per beat. A beat is something that changes: an item gained, a door opened, a revelation.
-
Each panel names the player
actionthat triggers it:garden-1"Pick up pipe",garden-3"Use pipe with water tank → minigame pipes",garden-5"Look at sock". If you cannot write the action, the beat is not a puzzle yet. -
talks,reactionsandhintssit on the board. Reactions are the optional gags; hints go from vague to precise. - A line is
{ "who", "text" }:whois a character id,"hero"(whoever the hero is),"action"(a player action) or"stage"(a stage direction); an unknown id is shown as is, in grey, while the character does not exist yet. - Panel ids are unique across the storyboard: notes hang on them. Keep ids to letters, digits and
_ - . ~ : @ +.
A storyboard that is not valid (a board without an id, panels that are not a list, a line of the wrong kind) is
refused with the same sentences by the page generator, the Studio's server, its in-browser demo and set_storyboard.
The Studio's Save also refuses duplicate or empty panel ids.
In the engine repository (games/<id>/) or the created project (game/), on your machine.
-
Write or change the storyboard first: by hand, in the Studio's Storyboard tab, or with an assistant
(
set_storyboard). Review it on a page until the author says it is final.
- Write the rooms from it: copy the lines, topics and hints into the room files (Rooms).
-
Check coverage. Open the Studio (
npm run studio, in either context) and read the badges and the Check tab's Storyboard coverage, or, in the engine repository, run:# in the engine repository npm run page:storyboard
- Fix each gap on the side that is wrong. When the game is right (a better line found while writing), copy it back into the storyboard, so the storyboard stays the reference for translators and voice actors. When the storyboard is right, write the missing panel into the room.
-
Commit both together. The Studio's undo does not cover storyboard saves: git is the history of
storyboard.json.
- Generating the rooms from the storyboard. The storyboard says what happens in prose ("Use pipe with water tank"); a room needs exact ids, conditions, states and geometry. A generator would have to guess them, and the guesses would be overwritten by the next generation. Coverage keeps a person (or an assistant) writing the room, and shows what is left.
- Making the rooms the only source. The text then lives in code, scattered by room, and cannot be reviewed as a story before the rooms exist.
Two copies of every line, kept in step by discipline and measured by coverage. It costs a pass after each change; in return the story stays reviewable on its own, at any moment, by someone who does not read code. For a very small game written in one sitting the storyboard can stay rough; it is worth its upkeep as soon as several people, several languages or voices are involved.
-
tools/pages/storyboard-schema.md,tools/pages/storyboard-data.ts(normalisation andstoryboardProblems),src/engine/tools/coverage.ts(coverage),tests/coverage.test.ts,tests/diagnostics-parity.test.ts. - One normalisation and one diagnostic for every reader since 4.1.0 (
CHANGELOG.md). - Storyboard in the Studio · Review pages · Puzzle design · 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