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EN Index Not Supported
Français · Type: explanation · Audience: player, author, contributor · Context: player's browser, engine repository, created project · Status: ready · Applies from: 4.4.0
A plain list of what the engine, its tools and its servers do not do, as of 4.4.0, each with its reason and, when there is one, the nearest thing that exists. If you searched for a feature and landed here, it is not in the product: no other page will describe it.
Not supported. A game has one player at a time: its state lives in one browser, on one device. "Several playable characters" means one player switching between characters, not several people. What exists nearby, and is not multiplayer:
- the Reality Bridge delivers signed signals from the world outside (an email answered, a terminal command, a badge) to a game; it does not connect players to each other (The Reality Bridge);
- speedrun leaderboards on a Bridge are asynchronous: runs are submitted, verified and ranked after the fact;
- the hosted team Studio lets several authors edit one game together; it is an editor, not a game (What runs where).
Not supported. npm run build writes dist/, a static web site any host serves, and the game installs from the
browser as a PWA (Install the game as an app). There is no packaging for Steam, consoles, the
App Store or Google Play, and no native desktop wrapper. What exists: Build and release,
GitHub Pages, Clever Cloud, other static hosts.
Not supported, by decision (D10). The scene is 2D, drawn by the DOM painter (the reference) or the Canvas 2D painter
(experimental). WebGL would be used only for an effect Canvas 2D measurably cannot hold, and none has been measured
(ADR 0012). The stage's motions (launch, spring, path, follow) are presentation only, closed forms of time, not
a physics simulation (The stage).
Not supported. Scripts advance between the player's actions, never during one, a cutscene, a conversation or a minigame; animations and loops are the real-time layer. Action sequences belong in a minigame (Built-in minigames, A custom minigame).
Partly. The camera pans horizontally in a wide room (it follows the hero or moves on a command). Since 3.4 a walk zone may also zoom in, from 1× to 2×, and the view then follows the hero vertically too. There is no free vertical pan and no rotation. (The old classics page listed "zoom, a camera that moves on two axes" as out of scope; the zone zoom has existed since 3.4.) See Geometry.
Not supported, by decision. Topics, choice and if are the dialogue graph; the Studio draws it as a tree. A
parallel format would duplicate the DSL and break the solver, the MCP and the prompts (Dialogues).
- Portrait on a phone: not supported; the game plays in landscape and asks to rotate the phone.
- A gamepad: it does not play the game; only the Remix code wheel reads one.
- Remapping keys: not supported; a game may give its verbs letters, and the player can turn them off.
See Controls.
Not supported. There is no player account, no save synchronised between devices, and no analytics or tracking in the engine: saves stay in the browser, and a save moves as an exported file (Saves, Privacy).
Not supported. A voice exists only where someone recorded it; a translation is written by a person (or an AI) into the locale files; the engine sets no right-to-left text direction (Languages).
- WCAG conformance: the engine is tested at the keyboard with no serious or critical axe violation on the screens checked; no person has made a screen-reader pass yet (Accessibility).
- Anti-cheat: a speedrun's proof shows a run is possible and unaltered, not that its player was honest (Speedrun for players).
-
"Proved" when a budget was cut:
npm run verifyfinds one winning path; onlysolve --proveexplores every reachable state, and a truncated search is said (What the solver proves).
Not in the Bridge as of 4.4.0: retention on a SQL store (it keeps every signal), row-level security per tenant in
Postgres, a rate limit per connector shared between instances. The connectors have not been tried against a real email
provider, a real badge issuer or a controlled exposure of SSH and Telnet, and the distributed profile has no real
deployment: both stay experimental. The connectors send no email reply and do not check DKIM or SPF; the IMAP client
speaks TLS from the first byte (no STARTTLS, no IDLE). The reference Bridge is sized for a game, a developer, an event
or a small studio's games (Guarantees).
Not documented. The hosted Studio is documented for Clever Cloud only, in detail (D50). It is a Node.js server with PostgreSQL, an S3 bucket and an OpenID Connect provider, and nothing in it is specific to one host, but no other host has a procedure or a verified deployment (Clever Cloud overview).
Furnace, the tracker that renders the music, is downloaded by npm run audio -- setup, never bundled (GPL-2.0); CI
renders no audio (the files are committed). Lip-sync markers in the voice table do not exist.
-
npm install quest-n-click: the packages are not on npm; the engine installs from a release's archive (Install from the release archive). - The rest of what is planned or left for later: Roadmap.
The project's goal is that one person, with any AI, makes a complete point-and-click game for the browser and proves it can be finished. Each limit above keeps that promise checkable: content that stays data, one state a save holds whole, a solver that runs the real engine, a game that is a static site. A feature that would need a server for every game, a second model of the content or a real-time loop is left out rather than half supported.
- D10 (no Phaser, no general physics engine), D18 (the 4.1.x programme), D38 (what 4.2.0 promises), D50 (Clever Cloud
only for the hosted Studio's documentation):
docs/dev/DECISIONS.md. - ADR 0012: Canvas 2D stays the complete backend.
- Stability and support: what is promised, surface by surface.
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