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.

Pick one or many. Images for backgrounds and characters, audio for music, sounds, and voice.

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.

(set the subdomain)
Type just the first word of the event site, like sugoisaturday for sugoisaturday.irisinteractive.org. Every Place's QR link is built from it as …/eventguide/quest/<code>. Set it once per event.

Sign-in screen

The first thing every guest sees: a title, a welcome line, and an optional logo. Leave the title blank and it uses the project name. The logo comes from your Assets, so it ships with the event like every other image.
A person with no account session who scans a mid-quest code sees this short scene instead of a bare sign-in box. Leave it on the built-in default ("It's quiet here... find where the story begins") or pick one of your Stories, themed to this event. Keep it short and end it by pointing at the start.

Revisit narrator

Re-scanning a finished Place no longer replays its scene. Instead the guide says one short line about it, on that Place's backdrop, then it's back to the hub. Write the line on each Place below: one for during the quest, and one shown after the reward is earned (when can_redeem turns true). A Place with both left blank says a plain built-in line.
One Place must have the code start: that is where the quest begins, and its QR is the one posted at the entrance or printed in the event guide.

Menu

The Menu is the screen players land on when they open the quest link without scanning a code. It shows your guide character and a Start button. After they finish the start Story, the button reads Continue and opens a list of topics they can tap to talk about. A topic can be hidden until a variable matches, so new topics appear as players progress. Leave the start Story unset and the event has no Menu: players just see the classic "scan a code" screen.

The start Story plays once. Replaying it later is read-only, like re-scanning a finished Place. Players who scan a Place code skip the Menu entirely; it never blocks a station.
Both appear after the reward variable is set. The entry sits on the talk screen and opens the claim card; the instruction is the line under the claim code. Leave either blank for the wording above.
Topics show in this order. A topic marked plays once runs for real one time, then leaves the list for good; players re-read it in the Story so far log. Leave it off for small talk that should always be available.

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.