Stories
A Story is one scene a player plays at a Place, built as a map of boxes. Each box holds steps. Connect boxes by dragging an arrow from a box's bottom dot onto another box. A box ending in a Choice has one dot per option. Click a box to edit it. Arrows stay within one Story; each Place is its own scene.
Assets
Add the images and audio the story uses. They appear as dropdowns in steps and are included in the server save, the deployment zip, and the saved .json file.
Characters
Set up each character once: their name, picture, where they stand, how big they are, and the look of their lines. When you pick them in a Character step on the Stories tab, all of it fills in. Changing a preset here does not rewrite scenes you already made; the Apply to scenes button on a character does that when you want it.
Styles
Browse the dialogue box styles and fonts, and set the default look for a story. A single box can override the story default in its editor. You set this rarely, once you know the look you want. The preview here matches what a player sees; if it ever looks off, save and reopen.
Variables
Variables are facts the story remembers about each player, for example visited_library (yes/no) or library_score (a number). You usually do not start here: a Choice can make one for you with its Remember box. This tab is for seeing them all and editing by hand.
Places
A Place is a spot in the venue. Players point their phone camera at its code to start a Story. A Place can be open to everyone, or locked until a variable matches. If it is locked, you can show a short locked Story instead.
…/eventguide/quest/<code>. Set it once per event.Sign-in screen
Revisit narrator
can_redeem turns true). A Place with both left blank says a plain built-in line.Check
Run this before the event. It checks for broken links between steps, dead-end paths, missing images, lines that overflow the dialogue box, Places that point at missing Stories, Places that can never unlock, Menu topics with missing or gated-off content, a missing event slug, and variables that are set but never used (or used but never set). Click a result to go where the problem lives; a result with exactly one correct repair shows a Fix it button.
Files
The project saves to the server with Save to server in the top bar. This tab handles file copies and exports: Save to file downloads a backup, Open a file loads a backup, Export for deployment makes the folder that goes onto the event site.
Name
Save to file
Downloads the whole project as one .json file, with the date and time in its name. This is a backup copy. The live project is the server copy; handing work to another person is done with their account, not with this file. Save a file before big changes, and any time saving to the server fails.
Open a file
Loads a project .json backup into the builder. Use this to restore from a backup. It replaces what is on screen but does not change the server copy until you Save to server. To continue normal work, open the project from Projects in the top bar instead.
Export for deployment
Downloads one .zip that is the whole quest: the player, the stories, the images and audio, the QR codes, and a DEPLOY.txt with this event's exact steps and links. Unzip it and put its contents into eventguide/quest/ on the event subdomain (set in Places). The Places list still loads into the database once per event; the zip includes it as places.json.
Export as standalone
Downloads one .zip that is the whole quest with its own sign-in and saving: no central database, no accounts to set up. Attendees enter an email, a name, and a 4-digit PIN they pick themselves; progress saves into the zip's data/ folder on the event server, so clearing the browser loses nothing (same email + PIN brings it back). Finishing shows a screenshot-and-show-staff reward card. Unzip it and put its contents into eventguide/quest/ on the event subdomain; data/ must be writable by the web server. STANDALONE.txt inside has the exact steps and links.
Export test build
Downloads one .zip that is the playable quest with no database and no sign-in server. The sign-in screen accepts anything; progress saves in each phone's browser, so every phone is its own run. Unzip it and put its contents into eventguide/quest/ on the test subdomain below, then scan the QR codes in the zip with a real phone. settings.html at the quest root shows a phone's progress (places, variables, story log) and can reset it. For testing only; the live event uses Export for deployment.
Settings
On/off switches for the helper behaviors in the editor. They apply to you, not to the project: signed in, they follow your account; otherwise they apply only in this browser. Each switch says underneath what it does.