Overview
🌐 1.1 Online Mode: Create & Play Without Limits!
Welcome to the Anzir Author Platform! We are dedicated to providing powerful tools and resources for AnzirAct creators, empowering you to craft immersive and interactive murder mystery experiences with ease.🕵️♂️✨
As a new feature of our platform, Online Mode offers creators greater flexibility by allowing players to progress through the story without a Game Master (GM). Using our editor, you can freely configure scenes, characters, narratives, props, and multimedia elements to design diverse gameplay experiences.
Compared to traditional offline modes, Online Mode features:
GM-Free Experience: Players can explore the story autonomously.
Full Customization: Design scenes, character relationships, branching plots, and interactive mechanics.
Multimedia Support: Enhance immersion with images, audio, and video.
Real-Time Interaction: Engage players with choices, Q&A mechanics, countdowns, and more.
Ready to Create Your First GM-Free Mystery?
👉 Jump to the next section to start designing!
1.2 Who’s It For?
Online Mode is perfect for creators and players of all kinds, including:
AnzirAct Writers 🎭
Want to craft interactive online AnzirActs? This is your playground.
Used to Game Master-led games? Try Online storytelling!
Love using multimedia (audio, video, animations) to boost immersion? We’ve got you.
Game Developers & Designers 🎮
Obsessed with interactive narratives? Build richer experiences here.
Have coding/game design skills? Explore "AnzirAct + Gamification"!
Players & Mystery Lovers 🕵️♂️
Love solving puzzles and immersive plots? Try creating your own!
Want to write private AnzirActs for friends or communities? Start here!
Basic Project
2.1 Scene: Setting the Stage
2.1.1 Scene Function
Scenes serve as the fundamental building blocks of your script. Each scene can incorporate characters, text, choices, props, audio, and video to construct various stages of the story and guide players through the narrative progression.
In Online Mode, the core functions of scenes include:
Story Progression: Setting the conditions for players to move from one scene to another, enabling non-linear storytelling.
Interactive Experience: You can configure different interaction methods such as dialogues, choices, quizzes, etc., allowing players to freely explore the scene.
Multimedia Immersion: Supporting audio, video, and images to make scenes more vivid.
Scene layout type
Scenes support two main layout types: general layouts and specific layouts to accommodate different narrative and interaction needs:
Layout Type | Applicable scenarios | Features |
Common layout (layoutCommon) | Multifunctional scenes, basic interactions | Flexible and versatile, supporting multiple component combinations |
Specific layout (layoutSpecific) | Dialogue and choice scenes | Optimized for specific interaction types, focusing on conversation and selection components |
Detailed explanation of scene layout
Choosing the right scene layout is crucial to creating a good user experience. General layout and specific layout each have their own unique advantages and applicable scenarios. The following will introduce the characteristics of various layouts and the types of components they support in detail.
2.1.1.1 General layout
Features :
Highly flexible and suitable for most common scenarios
Supports coexistence of multiple component types
Components with different functions can be freely combined
Supported components :
Divider : used to separate different content areas
Text : Display various text contents
Image : Display image resources
Items : Related interactive items
Item Pool : Set up item collection
Execution : Triggering a specific action or rule
Question : Set interactive questions
Audio : Play sound effects or music
Video : Play video content
Choice : Provide options for players to choose
Applicable scenarios :
Narrative content presentation
Multimedia mixed scene
Comprehensive interactive scene
Directions :
Select the "General" layout when creating a scene
Click the "Add Block" button and select the desired component from the component menu
You can add multiple components of different types as needed.
Adjust the order of components by dragging
2.1.1.2 Specific layout
Features :
Focus on dialogue and choice-based interactions
Simplify the interface and reduce unnecessary component options
Provides a dedicated dialogue and selection interaction structure
Supported components :
Dialogue : Set the content of the dialogue between characters
Choice : Provide options for players to choose
Applicable scenarios :
Character dialogue scenes
Key plot choices
Story branch design
Directions :
Select "Specific" layout when creating a scene
Click the "Add Block" button and choose between the Dialog and Selection components
Configure the conversation content or select options
Set the transition rules after the dialogue or selection is completed
Layout Selection Guide
When choosing a scene layout, consider the following:
Main function of the scene : If it is mainly dialogue and selection, choose a specific layout; if you need to display multiple media and interactions, choose a general layout
Component requirements : Specific layouts only support dialog and selection components, general layouts support all component types
Interaction complexity : Specific layouts can be used for simple interaction scenarios, and general layouts are recommended for complex interaction requirements.
Consistency : scenes of the same type maintain similar layouts to help players build cognitive models.
Precautions
Layout Switching Warning : When changing the layout type of a scene with existing content, the system will prompt for confirmation, as this will clear all the contents of the current scene
Component compatibility : Some components are only available in certain layout types. When choosing a layout, you need to consider the required components in advance.
Responsive layout : All layouts support responsive design and can adapt to designs of different screen sizes
A practical guide to scene layout
When actually creating and editing scenes, you need to master some specific operating skills. The following are detailed steps on how to set up and adjust the scene layout in the system:
Select scene layout
Select a layout when creating a new scene :
In the form for creating a new scene, find the "Scene Layout" option
Select the type of layout you want from the drop-down menu (General or Specific)
The system will preset the corresponding layout structure according to your selection
To change the layout of an existing scene :
Open the scene you want to edit
Find the "Scene Layout" option in the scene basic information area
When changing the layout type, the system will prompt that this operation may cause the loss of existing content.
After confirming the changes, the scene will reset to the newly selected layout type
Adding and managing content components
Add a block :
Click the "Add Block" button in the scene editing page
In the pop-up block menu, select the type of component you want to add (text, image, item, etc.)
For separator components, they will be added directly to the layout after selection.
For other component types, the system displays the component selection interface, where you can:
Select the created component
Create new components (e.g. new text, new images, etc.)
Component ordering and layout :
There is a drag handle on the left side of each component. You can drag and adjust the order of components by long pressing
The components are arranged vertically and displayed in order from top to bottom.
You can insert new components before or after a specific component through the action menu on the left side of the component.
Component Editing :
Text component : edit the title and content directly in the layout, and the system will automatically save
Image/audio/video components : can be previewed and edited in the layout
Other components : Click the arrow icon on the right side of the component to enter the dedicated editing page
Component Operation :
Click the action menu on the left side of the component to:
Insert a new block before the component
Insert a new block after the component
Delete the current component
These operations allow you to flexibly adjust the structure of the scene content
Real-time editing and saving
Inline Editing :
Text components support inline editing, without having to enter a dedicated editing page
When editing text, changes are automatically saved after a short delay
The image component also supports inline preview and simple editing functions
Autosave :
The system automatically saves components when you:
Adding New Components
Deleting a component
Adjust the order of components
Editing Text Component Content
This ensures that your edits are not lost.
Component jump :
For components that require complex configuration (such as items, item pools, execution, etc.)
Click the arrow icon on the right side of the component to quickly enter the dedicated editing page of the component
After editing, return to the scene editing page to see the updated content
Practical application cases
General layout scene construction steps :
Create a new scene and select the "General" layout
Add a title text block and write a scene introduction
Add separator lines to distinguish different content areas
Add a picture block and upload the scene background image
Add items or item pool blocks to set items that players can interact with
Add a selection block to set the player's options and branches
Add audio or video blocks on demand to enhance immersion
Steps to build a specific layout dialogue scene :
Create a new scene and select the "Specific" layout
Add a dialogue block and set the character dialogue content
Add a selection block to set player response options
Configure the transition rules after the conversation is completed
By mastering these techniques, you will be able to efficiently create and manage diverse scene layouts to create engaging gaming experiences for your players.
2.1.2 Start and End Scenes
Starting Scene:
It serves as the beginning of the script where all players start their adventure.
The starting scene is only used to set the starting point and does not require specific layout or content.
The starting scene is generated by default and does not require manual creation.
Ending Scene:
The ending scene is generated by default and does not require manual creation.
It serves as the endpoint of the script, determining the players' final outcome.
The ending scene is only used as a marker for the end and does not require specific layout or content.
2.1.3 Scene Management
The scene list is where you manage all your scenes. Here you can:
Add New Scenes
Edit Existing Scenes (Modify descriptions, associate characters, etc.)
Delete Unnecessary Scenes
Adjust Scene Order (Ensure story continuity)
🔔 Example:
Scene Name | Associated roles | Entry conditions |
Abandoned hospital lobby | Doctors, nurses | Complete the "Enter the Hospital" mission |
Underground Laboratory | Scientist, Experimental Subject | Possess the "Access Card" item |
Mysterious Town | Traveler, Tavern Keeper | Trigger the "escape" branch |
2.1.4 Control scene flow
In the flow setting, you can connect scenes according to story logic to form a complete narrative.
You can set:
Fixed storyline
Proceed in a fixed order, such as A → B → C.
Start scene → Hospital lobby → Clinic → Doctor's office → End scene
Branch selection
The player's choices affect subsequent scenes, such as:
Select "Investigate Room" → Enter "Secret Room" Select "Leave Now" → Enter "External Corridor"
Props/State Triggers
For example:
Only after obtaining the "mysterious key" can the player enter the underground laboratory
If the health value is ≤ 0, the game automatically enters the death scene
2.1.5 Creating New Scenes
When you create a new scene, you need to configure the following:
✅Scene name : Name the scene for easy management.
✅ Scene Theme : Select a visual theme for the scene, such as dark, bright, neutral, etc.
✅ Scene background : Upload a background image of the scene to provide a visual context for the story.
✅Scene layout : Choose the layout that suits your story needs.
✅Completion conditions : Set when the player can leave the current scene:
Next step: Players need to actively click the "Next" button
Time limit: Set the maximum stay time of the scene
Component completion: Automatically enter the next scene when a specific component (such as question and answer) is completed
✅ Content Layout : Add and arrange components like text, choices, timers, questions, etc. depending on the layout type you choose.
✅ Transition conditions : Configure how players enter the next scene from this scene (for example, requiring specific items, completing tasks, etc.).
🔔Create a scene example:
Scene Name : Abandoned Hospital Hall
Scene description : A dilapidated hospital lobby with cracks in the walls and the smell of disinfectant in the air.
Scene theme : Dark
Scene layout : General layout
Completion conditions : Component completed (after the player interacts with the "front desk log")
Transition conditions : You can transition after completing the previous plot [Entering the Hospital].
2.1.6 Scene Interaction Rules
The scene interaction rules determine the player's behavior and progress in the scene:
Rule Type:
Interaction rules : define the results of player interactions with scene elements:
Example: Clicking on a diary triggers the display of hidden text
Example: Selecting a specific dialogue option increases the friendliness attribute
Transition rules : define how the player moves from the current scene to other scenes:
Example: Collect all three keys to unlock the "Treasure House" scene
Example: When health is below 50%, the player is forced to enter the "Medical Room" scene
Steps to create a rule:
In the scene details settings, select "Scene Interaction Rules"? Scene Transition Conditions"
Click the "Add Rule" button
Set the rule name (e.g. "Unlock the door after getting the key")
Configure trigger conditions (such as "Player's items contain 'Rusty Key'")
Set the execution action (such as "show hidden text 'The door is opened'")
Set priority (determine the execution order when multiple rules are met at the same time)
Save Rules
Conditional combination logic:
Scenario rules support complex condition combinations:
AND logic : multiple conditions must be met at the same time (for example: "has a key" AND "health > 50%")
OR logic : Either condition is met (for example: "possess lock picking tools" OR "pass the Strength test")
2.1.7 Scenario Testing and Optimization
You should test your scenario flow thoroughly before publishing.
Test Checklist:
Logic testing : ensuring all conditions and transitions work correctly
Visual inspection : Verify that all scenes display properly on different devices
Content review : Check for text errors and narrative consistency
User experience : evaluate whether the player's operations in the scene are intuitive
Performance testing : ensuring media elements load quickly and do not affect the gaming experience
Optimization suggestions:
Unlock gradually : Don’t show too much content at once, guide players in stages
Visual cues : Use highlights, animations, and other elements to guide players’ attention
Emotional design : Influencing players’ emotions through sound effects, colors, and rhythm
Clear instructions : Make sure players always know what they should do
Balanced difficulty : The scene challenge should not be too easy nor too difficult
2.2 Character: Bring Them to Life
2.2.1 Character Settings
Characters are the core elements of the script, divided into player characters (played by players) and NPC characters (controlled by the system). Each character can have independent settings, attributes, and story branches, influencing the progression of the story.
Character Functions
Drive Story Development: Characters’ actions, dialogues, and choices determine the storyline.
Personalized Settings: Characters can have name, alias, description, tags, and exclusive props.
Multiple Character Support: Supports multiple characters, allowing different players to play different roles, providing differentiated experiences.
Hidden Identity/Truth: You can set hidden information for characters that will gradually be revealed as the story progresses.
Character Setting Content
Field | Description |
Character Name (Required) | The official name of the character, visible to players. |
Character Alias (Optional) | Alias or hidden identity for the character, useful for puzzles or identity shifts. |
Character Description | The character's background story, personality traits, etc. |
Character Tags | Customizable character categories such as "Doctor", "Detective", "Villain". |
🔔 Example:
Character Name: Doctor
Character Alias: Unknown Scientist
Character Description: A scientist working in the lab, seemingly hiding a secret.
Character Tags: Scientist, Mysterious
Detailed Settings Guide
Detailed Settings is an advanced feature in the character system, located at the bottom of the character editing page. It consists of three tabs: Avatar, Name, and Alias, allowing you to create conditional display rules for characters to present different appearances and information in different game scenarios.
Detailed Settings Interface
Steps to open the detailed settings interface:
Scroll to the bottom of the character edit page
Find the "Detailed Settings" area
Click on the three tabs at the top to switch between Avatar, Name, and Alias settings
Avatar detailed settings:
The avatar is the visual representation of the character and determines what the player sees as the character in the game.
Original Avatar:
The original avatar is displayed at the top of the Avatar tab
This is the default avatar used by the character, which will be displayed when no conditions are triggered.
When uploading your profile picture, please choose a clear square image. The recommended size is 200×200 pixels.
Add a conditional avatar:
Click the orange "+ Add Conditional Avatar" button
In the pop-up settings panel:
Upload picture : Click the upload area to select a new avatar picture
Rule name : Name the conditional avatar (e.g. "Injured Status", "True Identity")
Trigger condition : Set when to display this avatar, for example:
After a specific event is completed (such as "unlock the password")
After a dialogue choice (such as "Choose to Question Character")
The game progress reaches a certain stage (such as "Chapter 3 begins")
Priority : When multiple conditions are met at the same time, decide which avatar to display first
Click the "Save" button to confirm your settings
To manage conditional avatars:
View : All created conditional avatars will be displayed in a list
Edit : Click on an existing conditional avatar card to modify its settings
Delete : Click the Delete button on the conditional avatar card to remove the rule.
Name details:
The Name tab allows you to set different names for your character to be displayed under different conditions.
Original Name:
The original name is displayed at the top of the Name tab.
This is the default name of the character, which will be displayed when no conditions are triggered.
The name can contain up to 0 characters.
Add a conditional name:
Click the "+ Add Conditional Name" button
In the Settings panel:
Enter a name : Enter a new name to be displayed when the condition is met
Rule Name : Give the conditional name (e.g. "Real Name", "Pseudonym Disclosure")
Trigger condition : Set when to use this name
Priority : Set the priority between different name rules
Save settings
Conditional name application scenarios:
Identity Reveal : The character changes from an alias to his real name (e.g. "Mystery" → "John Smith")
Relationship Change : Changing names as the character relationship develops (e.g. "Dr. Smith" → "John")
Status change : reflects the change in the character's status (e.g. "new soldier" → "general")
Alias detailed settings:
The Alias tab is used to set different aliases or titles for the role under different conditions.
Original alias:
The original alias is displayed at the top of the Alias tab.
This is the default alias for the role, used when no condition is triggered
Aliases are optional and can be left blank
Add conditional gender:
Click the "+ Add Conditional Alias" button
In the Settings panel:
Enter alias : Enter a new alias to be displayed when the condition is met
Rule Name : Give this condition a nickname
Trigger condition : Set when to use this alias
Priority : Set the rule priority
Save settings
Conditional alias application scenarios:
Different perspectives : different characters address the same person (e.g. "teacher"/"father")
A secret identity or code name (such as "Agent X").
Emotional changes : Nicknames that reflect the emotional changes between characters (e.g. "strangers" → "dear")
Condition setting tips:
Create coherent transitions : Make sure conditional changes are consistent with the story logic and avoid abrupt transitions
Use multiple condition combinations : Create complex condition combinations (such as "Complete Task A" and talk to Character B")
Set reasonable priorities : when multiple conditions are met, ensure that the most important changes are displayed
Maintain visual consistency : Although conditional avatars can be different, they should maintain some visual consistency
Preview effect : After setting the conditions, it is recommended to test the actual effect when different conditions are triggered
Advanced application scenarios of conditional settings:
Identity Reveal Games:
In reasoning puzzle games, the character's identity can be gradually revealed through conditional settings.
Initial stage: Use vague names and neutral profile pictures
Clue collection phase: By setting conditions, update character information after the player finds specific clues
Truth Reveal Phase: When the player solves the puzzle, the character's true identity and appearance are revealed
Character growth and change:
For role-playing games, you can show how the characters grow and change as the story progresses:
Set trigger points for different game stages
Update your character's appearance to reflect growth, age, or status changes as the game progresses
Names and titles can also change as a character's status rises (e.g. from soldier to general)
Multi-perspective narrative:
In games that support multiple character perspectives, the same NPC may appear differently in the eyes of different player characters.
Set up conditional rules for each player character
Dynamically adjust the NPC's display name and appearance based on the currently active player character
This can show the differences in relationships and perceptions between different characters
2.2.2 NPC Management
NPCs (Non-Player Characters) are not controlled by players but are used to assist in story development, such as task givers, clue providers, or antagonists.
NPC Features
Automatically Respond to Player Actions: NPCs can have preset lines, dialogue branches, and event triggers.
Drive Story Development: NPCs provide critical clues, trigger tasks, and guide players through the story.
Not Player-Controlled: NPCs will not appear in the player’s character selection list.
NPC Setting Content
Field | Description |
NPC Name (Required) | The official name of the NPC. |
NPC Description | Background, personality, and appearance of the NPC. |
Story Role | The NPC’s key role in the story. |
Dialogue Content | Preset lines and dialogue options for the NPC. |
🔔 Example:
NPC Name: The Old Butler
NPC Description: An elderly butler who knows the family’s secrets.
Story Role: Provides critical clues at key moments to help players solve the mystery.
Dialogue Content:
"Young one, this mansion hides many untold secrets..."
[Player Option] "Tell me everything!" / "I don’t trust you."
(Different choices will affect the storyline.)
Trigger Conditions: NPC is triggered after the player finds the “Old Diary” in the study.
Differences Between NPCs and Player Characters
Control Method: NPCs are controlled by the system, while player characters are controlled by players
Display Settings: NPCs can be set to show or not show in the character list, player characters are always displayed
Character Function: NPCs mainly drive the plot, provide information, or act as opponents
Creation Method: NPCs can be converted from regular characters using the "Convert to NPC" function
NPC Creation Recommendations
Create important NPCs for key plot points, such as clue holders and storytellers
Ensure important NPCs are visible in the character list so players understand the game world
Set rich dialogue content for secondary NPCs to add depth and immersion to the game
Use conditional settings to make NPCs display different information based on game progress
2.3 Story & Progression: Drive the Narrative
2.3.1 Crafting the Script
Text is the core means of expression in the script, covering scene descriptions, character dialogues, narration, system prompts, and other content.
Text not only conveys information but can also enhance immersion through trigger conditions, sound effects, images, and other media elements.
Text Functions
Plain Text: Used for background descriptions, narration, etc.
Multimedia Integration: You can attach audio, images, or videos to enrich the experience.
Text Settings
Field | Description |
Text Content | The specific lines or narratives. |
Multimedia | Attach audio, video, or images related to the text. |
🔔 Example:
Text content:
Character A: "It seems like something happened here..."
System Prompt: "You feel a chill, as if something is drawing near."
Creating and Editing Text
Basic Information:
Text Title : Assign a name to the text component to make it easier to identify and reference in your script.
Text content : Use the rich text editor to write content. It supports the following functions:
Text formatting (bold, italic, underline, strikethrough)
Text color adjustment
Lists (ordered and unordered)
Indent Control
Paragraph formatting
Rich text editor:
The rich text editor provides an intuitive interface that allows you to:
Format text using the toolbar
Insert special characters
Format text
Adjust paragraph layout
Detailed settings:
Visibility rules:
The Text component supports setting visibility rules, allowing you to control whether specific roles can see the text:
Click the "Add Visibility Rule" button
Specify the rule name
To set the rule conditions:
Select the target character (all characters, specified character, hit character, all players)
Set visibility (yes/no)
Rules can dynamically control the display of text based on the game progress, providing a personalized experience for different players.
Using text in your script
In-text citation:
Once you have created your text, you can reference it in various parts of your script.
Directly display in the scene
As part of the conversation
As a result of the event triggering
Multimedia Enhancements:
To improve your gaming experience, you can:
Add background music or sound effects to your text
Enhance visual effects with images
Add video content to create a more immersive experience
Best Practices:
Keep it concise : The text should be clear and easy to understand, and avoid long paragraphs.
Use formatting : Use formatting appropriately to emphasize important information
Consistency : Keep the text style consistent
Contextual relevance : Make sure the text is relevant to the game setting and characters
Multimedia balance : Use multimedia elements appropriately to avoid excessive interference with player reading.
Advanced Applications
Condition trigger:
Text can be displayed based on certain conditions, for example:
Players complete specific tasks
The character attribute reaches a certain value
Players make specific choices
Dynamic content:
You can create dynamically changing text content based on:
Player Name and Attributes
Game Progress and Status
Player's previous choice
Interactive Text:
Combined with other components, text can become part of interactive content:
As a hint of the problem
Dialog with selections
Description of the interaction with the item
2.3.2 The Game Room
The game room is the core space of the Online AnzirAct game, where players can experience the script together, interact, and progress the storyline. Each game room is linked to a script and follows the set flow.
Game Room Features
Player Management: Supports player joining/leaving the room and setting role allocation rules.
Real-time Interaction: Supports text chat, voice communication, storyline discussions, etc.
Game Room Settings
Field | Description |
Room Name | Customizable room name for easy identification |
Player Count | Set the maximum number of players allowed |
Interaction Type | Supports text, voice, emojis, and other forms of interaction |
🔔 Example:
Game Room Name: Midnight Mystery
Player Count: 6/8
Current Plot: Abandoned Hospital Lobby
Interaction Type: Text & Voice
2.3.3 Mapping the Plot
The story path map is a visual structure diagram of the script, showing story progression, branching relationships, and the number of endings, helping authors plan the storyline.
Path Map Features
Global Visualization: Displays all story nodes and connection relationships.
Automatic Connection Lines: The system automatically generates story branches based on the script settings.
Path Point Time Management: Each node can set an estimated game duration to optimize the pacing.
Path Map Settings
Field | Description |
Path Point | Represents key story nodes (scenes, choices, endings, etc.) |
Cover Image | Upload an image for the node to enhance visual appeal |
Connection Type | Automatically generated by the system |
Reference Duration | Estimated time for the segment to optimize pacing |
🔔 Example:
Path Points:
Starting Point → Choice 1 → Secret Room → Ending A
Starting Point → Choice 2 → Dialogue Scene → Ending B
Cover Image: Upload "Abandoned Hospital Lobby" image
Reference Duration: 30 minutes
Resource Management: Tools of the Trade
3.1 Stuffs & Clues
Overview
Items and clues are important elements for players to interact with the plot. By collecting and using items, players can advance the plot, unlock new scenes, or trigger special events. Clues help players solve puzzles or reason about the plot.
Features:
Item type : Can be set as normal item or clue
Item interaction : multiple interaction modes can be configured (use, share, publish, transfer)
Content layout : support adding text, pictures and other multimedia content
Conditional rules : set trigger conditions for item use, sharing, transfer, etc.
Basic Configuration
Basic information of items
Item Name : Give the item a name for easy identification and reference
Item Type : Select "Item" or "Clue"
Item cover : picture display of uploaded item
Item Description : Describe the item's appearance and function in detail
Interaction Settings
Items support the following interaction methods, which can be individually controlled to be turned on/off
Allow Public : Set whether the item can be publicly displayed to other players
Allow Sharing : Controls whether items can be shared with specified players
Allow use : Set whether the item can be used (only available for normal items)
Allow Transfer : Controls whether the item can be transferred to other players
For each interaction mode, you can:
Directly enable/disable the feature
Set conditional rules to let the game dynamically decide whether to enable this feature based on specific conditions
Content layout
The item component supports rich content layout, and you can add the following elements:
Divider : used to separate different content areas
Text : Add rich text content, support formatting
Image : Insert an image related to the item
User Actions : Add interactive actions that players can perform
By arranging these elements properly, players can be provided with a richer item experience.
Conditional rule settings
Steps to create a rule:
Click the "Set Condition Settings" button next to the corresponding interaction method
In the pop-up rule dialog box, set the rule name
Configure the trigger conditions and execution actions of the rules
Save Rules
Rule Type:
Publicity Rules : Control when items can be made public
Sharing rules : Determine when items can be shared with other players
Usage rules : set the conditions and effects of item usage
Transfer rules : Control when items can be transferred
Each rule can contain multiple conditions and actions, for example:
Allows the use of items when the player's character attributes reach certain values
Trigger specific events or dialogues after using items
Get in-game rewards after publishing items
Best Practices
Combining items with the plot : Design items that are closely related to the game plot to enhance the sense of story immersion
Set conditions appropriately : Avoid overly complex conditions and ensure players understand how to interact
Enrich item descriptions : Make items more attractive through vivid descriptions and pictures
Set reasonable feedback : There should be clear feedback after using the item to let the player understand the effect of the operation
Focus on item balance : ensure that key items are of moderate difficulty to obtain and use
Advanced Techniques
Item Associations : Associate items with other game elements, such as:
Use items as proof of mission completion
Design items that need to be used in combination
Use items to trigger conversations between characters
Clue System : Clues are special types of items that are usually used to:
Promote the plot
Provide puzzle-solving hints
Record important information
Unlike regular items, clues are usually not usable, but can be viewed, shared, and discussed, helping players understand the game world and solve puzzles.
🔔 Example:
Item Name : Laboratory Key
Item description : A rusty key that seems to be able to open some important doors
Conditions of use : The character reaches the "Research Building" scene
Effect : Unlock the "Secret Lab" scene after using the key
3.2 Stuff Pool
Overview
The item pool is a storage area for all available props and clues. Players need to use props to obtain the contents of the item pool. The prop pool management can set the rules and methods for obtaining props.
Features
Centralized management : unified management of clues and items in the game
Acquisition method settings : Supports two ways to obtain items (random acquisition, sequential acquisition)
Consumable props : You can set specific items to be consumed to open the item pool
Quantity control : You can set the quantity requirements for consumable items
Basic Configuration
Item Pool Basic Information
Item Pool Name : Give your item pool a name to make it easier to identify in the game
Item pool description : Describe the purpose and content of the item pool in detail
Get Settings
The item pool supports the following acquisition settings:
How to obtain :
Random Get : Get a random item from the item pool
Get in order : Get items in the order they were added to the item pool.
Consumable props :
Set the type of item to be consumed (must be "item" type, not "clue")
Set the quantity of the consumable item
Item Management
Adding Items
In the item pool editing interface, find the "Add clue" option
Select the clue you want to add to your item pool from the drop-down list
You can select multiple clues to add to the item pool at once
Item restrictions
The item pool can only add items of type "clue"
Each clue can only be added to one item pool
Clues that are already included in other item pools will not be displayed in the selection list
Get condition settings
The item pool can set more complex acquisition conditions through the rule system:
System default rule: You must consume a specified number of props to unlock
Custom rules: You can set more complex conditions, such as opening the item pool only in certain scenarios
🔔 Get rule examples
IF player has >= 10 "Laboratory Keys" THEN Allow opening of the "Lab Clue Pool"
Best Practices
Reasonable grouping : put related clues in the same item pool, such as "laboratory clues", "garden clues", etc.
Set appropriate difficulty : The number of consumed items should take into account the game balance to avoid being too easy or too difficult
Clear descriptions : Add clear descriptions to item pools to let players know what types of clues they might get
Combined with the plot : The unlocking of the item pool should be combined with the progress of the game plot
Consider obtaining :
Use random acquisition to increase the uncertainty and replayability of the game
Use sequential acquisition to control the progress of players in obtaining clues and guide the development of the story
Usage Examples
Item List : Laboratory Key, Medical Kit, Diary
How to obtain : Randomly obtain
Obtaining conditions : Consume 10 "Laboratory Keys" to unlock
Effect : After consuming 10 "Laboratory Keys", the player can randomly obtain a clue from the item pool to help solve the puzzle
Advanced application skills
Phased unlocking
You can create multiple item pools and unlock them in stages to guide players through the game along the expected plot lines:
Initial stage: basic clue pool, consume simple props to obtain
Mid-term stage: Advanced clue pool, requiring more or rarer items to obtain
Later stage: Key clue pool, which requires key props or completing specific tasks to obtain
Interaction with other components
The item pool can be used in conjunction with other game components:
Scene linkage : a pool of items that can only be opened in specific scenes
Role linkage : exclusive clues that can only be obtained by specific characters
Mission linkage : a pool of items unlocked after completing a mission
The balance between randomness and order
Choose the appropriate acquisition method based on game design requirements:
Random acquisition is suitable for:
Scenarios that require increased game uncertainty
Explore the same area multiple times and still find new designs
Puzzles that encourage players to try again and again
Get in order for:
Plot clues that need to unfold in a specific order
Unlock puzzles of increasing difficulty
Ensure players experience all key plot points
3.3 Question System
Overview
The question-and-answer system is an important mechanism to enhance the interaction between characters and players. The player's answer choices may affect the development of the plot or unlock important props. Through a well-designed question-and-answer session, more interactivity and branching choices can be added to the game.
Features
Multiple-choice design : support adding multiple answer options for players to choose
Flexible interaction : The subsequent plot development can be affected according to the player's choice
Game progress control : trigger different events or unlock specific content through question and answer results
Simple editing interface : Intuitive tabbed editor for easy management of multiple answer options
Basic Configuration
Basic information of the problem
Issue Name : Give the issue a name to make it easier to identify and reference in your playbook
Problem description : You can add background information or prompt information about the problem
Answer setting
The question-answering system supports adding multiple answer options:
In the editing interface, multiple answers can be managed in tabs
Click the "+" button to add a new answer option
Click the "×" button on the tab to delete the corresponding answer option.
Each answer option can contain up to 300 words.
Note : At least one answer option must be retained, the system does not allow you to delete all answers.
Application Scenario
Plot branch control
The most common application of question answering systems is to create story branches:
Set key problem points
Create a different follow-up story for each possible answer
Guide players into different story lines based on their choices
Knowledge Check
In puzzle games, question-answering systems can be used to:
Test the player's knowledge of the game world
Verify that the player has grasped the key clues
As a threshold to unlock new areas or content
Character Interaction
Enhance the interaction between players and game characters:
Demonstrate different attitudes or stances through dialogue options
Affects the character's favorability towards the player
Change the character's behavior or reaction in the subsequent plot
Creating a Q&A Component
Basic steps
Enter the question-answering system editing interface
Fill in the question name (required) and description (optional)
Add at least one answer option in the Answers tab
You can add as many answer options as needed
Save the Q&A component
Edit an existing question and answer
Select the question you want to edit from the Q&A list
Modify the question name, description or answer content
You can add new answer options or delete existing ones.
Click the Save button to apply the changes
Question and answer result processing
In the game logic, the player's answer can be processed in a variety of ways:
Story Impact
Depending on the answer the player chooses, they can:
Triggering a specific plot development
Change NPC's attitude towards the player
Affects the state of the game world
Prop Rewards
Certain answers can unlock special items or clues:
Get important items after answering questions correctly
Specific answer combinations unlock hidden content
Accumulate correct answers to get achievements or rewards
Best Practices
Be concise and clear : Make sure the question is clearly stated to avoid players making unexpected choices due to misunderstandings
Balanced options : Provide meaningful choices that avoid obvious "right" and "wrong" dichotomies
Reasonable feedback : Provide appropriate feedback for each choice so that players understand the impact of their choices
Coherent plot : Ensure that the question and answer choices are consistent with the overall plot to avoid logical breaks in the story
Appropriate difficulty : Adjust the difficulty of questions according to the game progress to avoid high-difficulty questions too early
🔔 Example:
Question title : Secrets of the laboratory
Problem description : You found a strange document in the laboratory, which said something you didn't understand.
Answer options :
A. Biochemical Experiment Plan B
B. Time Machine Research
C. Analysis of Alien Technology
Story Impact : Choosing A will enter the "Resident Evil" plot line, choosing B will unlock the time travel function, and choosing C will encounter alien creatures.
3.4 Decision Making
Overview
The decision-making system allows players to make important choices at critical moments in the game, which will affect the subsequent plot development and game ending. By designing a variety of options, you can add branching plots and multiple endings to the game, improving the replayability of the game.
Features
Multiple-choice design : support adding multiple selection options for players to choose
Select conditional restrictions : You can set conditions for options, and the options will only be displayed when the conditions are met.
Character option integration : Game characters can be directly added as options to decisions
Selection quantity configuration : You can set the number of options that players need to choose from
Option visual customization : add a cover image to each option to enhance the visual experience
Basic Configuration
Basic information for decision making
Decision Name : Name the decision component to make it easier to identify and reference in the playbook
Decision description : Add background information about the decision scenario
Completion Condition : Set the number of options the player needs to choose (default is 1)
Option Settings
The decision system supports a wide range of options:
Add option : Click the "Add option" button to create a new option.
Add character as option : Click the "Set character as option" button to convert the game character directly into a selection item
Option Content : Set a name and cover image for each option
Option permissions : You can set the display conditions of the option and control when to show the option to the player
Note : Option names cannot be repeated, and each option must have unique content.
Option permission settings
Option permissions allow you to control when specific options are visible to the player:
Click the "Set Option Permissions" button below the options
Set the conditions in the pop-up rule dialog box
After saving the rule, this option will only be displayed to players if the conditions are met.
By setting permissions, you can:
Show/hide specific options based on character attributes
Adjust available options based on the player's previous choices
Control visibility of options based on game progress
Application Scenario
Plot branch design
Decision systems are most often used to design game plot branches:
Set decisions at key plot points
Create a different follow-up plot for each possible choice
Guide players into different story lines based on their decisions
Ending system
The decision-making system enables multi-ending game design:
Set key decision points to influence the development of the main plot
Tracking multiple combinations of player decisions
Show different game endings based on decision combinations
Character Interaction
Enhance the interaction between players and game characters:
Provide game characters as options to players
The player's choices affect relationships with specific characters
Change the character's attitude towards the player based on the player's decisions
Creating a decision component
Basic steps
Enter the decision system editing interface
Fill in the decision name (required) and description (optional)
Set the completion conditions (the number of options the player needs to choose)
Add options and set a cover and name for each option
Set the display conditions of the options as needed
Save decision component
Editing an Existing Decision
Select the decision you want to edit from the list of decisions
Modify the name, description, or completion conditions of a decision
Add, remove or modify options
Adjust the display conditions of options
Click the Save button to apply the changes
Best Practices
Meaningful choices : Ensure that each choice has a substantial impact on the game and avoid "false choices"
Balanced options : Provide a variety of balanced options, without making one option clearly superior to the others
Visual differentiation : Set unique cover images for different options to help players quickly distinguish them
Reasonable number : Avoid placing too many options in a decision (3-5 is recommended)
Clear consequences : Allow players to understand the impact of their choices
Avoid repetition : Make sure the options are not repeated and each option has unique value.
🔔Usage Examples
Decision name : Access to the laboratory
Decision Description : You need to enter this heavily guarded laboratory, but you have to choose a way.
Completion conditions : 1 (player can only choose one option)
Options :
A. Using the Key (Cover: Key Image)
B. Breaking and Entering (Cover: Picture of Breaking Door)
C. Finding the back door (cover: hidden entrance picture)
Permission settings :
Option A is only displayed if the player has obtained the "Laboratory Key" item.
Option B is only displayed if the player's "Strength" attribute is greater than 8
Option C: Always show
Story Impact : Choose A to enter the "Stealth Infiltration" plot, choose B to trigger the "Alarm Activation" plot, and choose C to enter the "Maze Exploration" plot.
Advanced application skills
Select combination tracking
Tracking combinations of player choices at multiple decision points:
Record player choices at key decision points
Adjust the game difficulty or plot direction based on the selection combination
Unlock special endings or hidden content
Time-limited decision making
Add an element of time pressure to decision making:
Set a time limit for decision making to increase tension
Automatically select a default option or trigger a specific consequence after a timeout
Use timed decisions at critical moments to heighten drama
Multi-level decision tree
Design complex decision-making branching systems:
Connect multiple decision points to form a decision tree
The choices made at each decision point affect the decisions and options available later
Create deep and varied gaming experiences with enhanced replayability
3.5 Character Conversations
Overview
Dialogue is an important tool for advancing the storyline, deepening character relationships, or providing key clues. In games, character dialogue not only conveys information, but also enhances the player's immersion and emotional experience through different forms of expression.
Features
Diversified fragments : Supports three types of dialogue fragments: text, picture and option
Flexible combination : You can freely combine different types of clips to build rich conversation content
Dialogue branches : Create dialogue branches through option fragments to allow players to participate in the interaction
Rule conditions : support setting dialogue trigger conditions to achieve dynamic plot changes
Visual presentation : pictures can be added to enhance the visual effect of the conversation
Basic Configuration
Basic information of the conversation
Dialogue Name : Name the dialogue component to make it easier to identify and reference in the script
Conversation fragments : add multiple types of fragments to build a complete conversation
Fragment Type
Character dialogue supports three basic segment types:
Text snippets : Character dialogue or voiceover text
Image snippets : display image content and enhance visual effects
Option fragments : provide multiple options for players to choose from, affecting the direction of the dialogue
Fragment Detailed Configuration
Text snippets
Text snippets are the most basic form of conversation:
Snippet Name : Assign a name to the text snippet
Text content : Enter the dialogue text, support formatting editing
Set rules : You can set the conditional rules for text display
🔔 Example :
Clip name : First meeting
Text content :
"You seem to be new here? I'm your guide to this place, if you need any help, please ask me."
Image snippet
Image snippets can enhance the visual impact of conversations:
Clip Name : Assign a name to the image clip
Image content : Upload or select image resources
Set rules : You can set the conditional rules for image display
Example :
Clip name : Map display
Image content : [Upload map image]
Options snippet
Option snippets allow players to engage in conversations, creating interactive experiences:
Fragment Name : Specify a name for the options fragment
Option list : Add multiple selections
Set rules : You can set display conditions for specific options
Example :
Segment name : Response method
List of options :
"I need to know the history of this place"
"Tell me what dangers I need to watch out for"
"I prefer to explore on my own, I don't need a guide"
Conversation rules settings
Role dialogue supports controlling the presentation and flow of dialogue through a rule system:
Click on the "Set Conditional Settings" button in the fragment
Configure the conditions in the pop-up rule dialog box.
After saving the rule, the conversation snippet will be displayed dynamically based on the conditions
By setting rules, you can achieve:
Change the dialogue based on the player's previous choices
Display different dialogue options based on character relationships
Adjust the dialogue direction according to the game progress
Creating a Dialog Component
Basic steps
Enter the dialogue system editing interface
Enter the conversation name (required)
Click the "Add Snippet" button and select the type of snippet you want to add
Configure the details of each fragment
Set the display conditions of the fragment as needed
Save the dialog component
Editing Clip Order
The order of the segments in the dialogue is important and affects the player's reading experience:
The clips will be arranged in the order they were added.
Edit view of the fragment can be controlled by expanding/collapse
When you need to change the order, you can delete the fragment and add it again at the desired position.
Application Scenario
Character Introduction
Introduce the background and personality of the game characters through dialogue:
Use text snippets to introduce the character
Add image clips to show scenes or items related to the character
Provide options for players to decide how to interact with characters
Plot progression
Use dialogue to advance the game plot:
Set up key conversations to reveal important clues
Allow players to influence the direction of the plot through choice fragments
Adjust dialogue based on the player's previous choices
Tutorial Guide
Game guide for new players:
Use text snippets to explain game rules and actions
Add image clips to visually display the interface and functions
Set options to let players choose what they want to know
Best Practices
Natural dialogue : Ensure that the dialogue is natural and consistent with the character's personality
Be concise : Avoid long text snippets and break down important information into multiple snippets
Make sure each option leads to a different conversation direction
Visual balance : Use image fragments appropriately, but don’t rely too much on visual elements
Emotional expression : convey character emotions through dialogue to enhance the sense of immersion in the game
Orderly organization : Arrange the sequence of segments reasonably to maintain the logic of the dialogue
Example conversation
Dialogue Name : Laboratory Exploration
Role A: We must leave here as soon as possible.
Role B: But we need to find the secret of the laboratory!
[Choice clip]
- "Agree with A's point of view, safety first"
- "Support B's idea, continue to explore"
- "Propose to act separately"
Related roles : Role A, Role B
Trigger condition : Enter the scene "Mysterious Laboratory"
Advanced application skills
Personalized conversations
Adjust dialogue based on player character attributes or previous choices:
Use a rule system to record key player choices
Tailor subsequent conversations based on these choices
Provide personalized conversation experience for different types of players
Hide information
Bury clues and hide content in conversations:
Set key information to be displayed only under certain conditions
Allow careful players to discover additional content through option snippets
Incorporate important clues into ordinary conversations to make puzzle solving more fun
Character Growth
Show how the character changes and grows as the game progresses:
Update dialogue content at different game stages
Adjust the dialogue attitude based on the player's interaction history with the character
Reflect character development and relationship changes through dialogue
Performance: Enhancing Player Experience
4.1 Video Insertion
Overview
Insert videos into specific scenes to enhance immersion. Video is an important tool to enhance the expressiveness of the script and deepen the player's understanding of the story and emotions. Through video, complex scenes, character emotions or key plots can be intuitively displayed, adding rich audio-visual elements to the gaming experience.
Features
Multi-format support : Support common video formats, including MP4, WebM, etc.
Automatic preview : You can preview the video effect directly after uploading
Playback conditions : Use the rule system to control the conditions under which the video is played.
Simple interface : intuitive editing interface, easy to manage all video resources
Scene association : associate the video with a specific scene to enhance the scene's expressiveness
Basic Configuration
Basic video information
Video Name : Assign a name to the video resource to facilitate identification and reference in the script
Video file : Upload or select a video resource file
Playback condition settings
The video component supports setting complex playback condition rules:
Click the "Add Playback Condition" button
Set the conditions in the pop-up rule dialog box
After saving the rule, the video will only play when the condition is met
By setting playback conditions, you can:
Control video display based on player progress in game
Set specific scenes or plots to trigger video playback
Display different video content according to the different paths selected by the players
Operation Guide
Create a new video
Click the "Create Video" button on the video list page
Enter the video name (required)
Click the upload area to select the video file
Wait for the file to upload (the video will be saved automatically)
Set playback condition rules as needed
Replace video file
If you need to update an uploaded video:
Click the action menu in the upper right corner of the video card
Select the "Replace File" option
Select a new video file and upload it
Wait for the upload to complete and then save automatically
Detailed explanation of the playing rules
The power of the video component lies in its flexible playback condition control, which allows you to set various types of rules:
Condition Type
Scene trigger : Play video when entering a specific scene
Event trigger : Play video when specific game events occur
Player Action : Play video after player performs certain actions
Combined conditions : Multiple conditions are combined to determine whether to play the video
Application Scenario
Plot display
Use video to visually present important plot points:
Game opening and ending videos
Key plot turning points
Character background story display
Tutorial Guide
Create video tutorials to help players understand game mechanics:
Game Operation Guide
How to use the new features
Complex puzzle solving ideas
Best Practices
Video quality : Ensure that the video clarity is moderate, which ensures a good viewing experience without excessively occupying bandwidth
Appropriate length : Control the length of the video to avoid long videos affecting the rhythm of the game (30 seconds to 2 minutes is recommended)
File size : Optimize video file size to ensure fast loading and smooth playback
Content relevance : Make sure the video content is closely related to the game scene and plot
Appropriate frequency : Avoid using videos too frequently to maintain their appeal as special content
🔔 Example:
Video name : Laboratory explosion video
Playable condition : Complete the "Laboratory Investigation" storyline
Related scene : Mysterious Laboratory
This video shows the explosion accidentally caused by the experiment, providing players with important clues to help understand the background of the story and guide the next direction of investigation.
4.2 Audio & BGM
Overview
Audio and background music are used to enrich the game atmosphere and enhance the player's immersion. It can be used for background music, environmental sound effects, character dialogues, etc. Audio elements are the key to building the emotional experience and environmental atmosphere of the game, and can greatly enhance the player's sense of presence and emotional resonance.
Features
Multi-format support : support common audio formats, including MP3, WAV, OGG, etc.
Playback control : Control the timing and method of audio playback through conditional rules
Scene association : associate audio with a specific scene to enhance scene expression
Automatic preview : You can preview the audio effect directly after uploading
Simple interface : Intuitive editing interface, easy to manage all audio resources
Basic Configuration
Audio basic information
Audio Name : Assign a name to the audio resource to make it easier to identify and reference in the script
Audio file : Upload or select an audio resource file
Playback condition settings
The audio component supports setting complex playback condition rules:
Click the "Add Playback Condition" button
Configure the conditions in the pop-up rule dialog box.
After saving the rule, the audio will automatically play according to the conditions
By setting playback conditions, you can:
Automatically play background music when the player enters a specific scene
Switch different sound effects or music according to the changes in the game process
Play the corresponding sound effect when a specific event is triggered
Operation Guide
Create New Audio
Click the "Create Audio" button on the audio list page
Enter the audio name (required)
Click the upload area to select the audio file
Wait for the file to upload (the audio will be saved automatically)
Set playback condition rules as needed
Replace audio file
If you need to update uploaded audio:
Click the action menu in the upper right corner of the audio card
Select the "Replace File" option
Select a new audio file and upload it
Wait for the upload to complete and then save automatically
Detailed explanation of the playing rules
One of the major advantages of the audio component is the flexible playback condition control system, which supports multiple types of rule settings:
Condition Type
Scene trigger : Play audio when entering a specific scene
Event trigger : Play audio when a specific game event occurs
Player Action : Play audio after the player performs certain actions
Time trigger : Play audio at a specific time in the game
Combined conditions : Multiple conditions are combined to determine whether to play the audio
Application Scenario
Atmosphere creation
Use audio to create the mood of different scenes:
Spooky background music for horror scenes
The tense sound effects of the battle scenes
Soft music for calm scenes
Narrative Enhancement
Enhance storytelling with sound effects:
Music changes during key moments
Musical expression of the character's emotional state
Sound effects for changing environments
Game Feedback
Providing audio feedback for player actions:
The sound effect when collecting items
The prompt sound of successfully solving the puzzle
Hazard warning sirens
Best Practices
Sound quality balance : ensure good audio quality while keeping file size small and avoiding long loading times
Volume control : Set appropriate relative volumes for different types of audio to avoid some sound effects being too abrupt
Scene matching : Choose music that matches the emotion and atmosphere of the scene to enhance immersion
Audio connection : Ensure that the switching of background music is smooth and natural, avoiding abrupt interruptions
Moderate sound effects : Avoid excessive stacking of sound effects that may cause confusion or distract players
Loop design : If you use looping background music, make sure the loop points are seamless
🔔 Example:
Audio name : Abandoned hospital background music
Playing conditions : Enter the "Abandoned Hospital Hall" scene
Related scene : abandoned hospital lobby
This background music creates an eerie hospital atmosphere, including faint wind sounds, distant dripping sounds and occasional metal collisions, which enhances the player's sense of tension and uneasiness when exploring the abandoned hospital.
4.3 Image Display
Overview
Images are used to present key scenes and assist in the narrative. Visual elements help enhance the player's perception and immersion in the scene. Carefully selected images can intuitively present the environment, clues, and key items of the game world, helping players better understand and engage in the game situation.
Features
Multi-format support : Support common image formats, including JPEG, PNG, GIF, etc.
Automatic preview : You can preview the image effect directly after uploading
Display conditions : Control the conditions under which the image is displayed through a rule system
Simple interface : intuitive editing interface, easy to manage all image resources
Scene association : associate images with specific scenes to enhance scene expression
Basic Configuration
Basic information of the image
Image Name : Assign a name to the image resource to make it easier to identify and reference in the script
Image file : Upload or select an image resource file
Display condition settings
The image component supports setting complex display condition rules:
Click the "Add Display Condition" button
Set the conditions in the pop-up rule dialog box
After saving the rule, the image will only be displayed when the condition is met.
With display condition settings, you can:
Controlling the graphics display based on the player's progress in the game
Set specific scenes or plots to trigger image display
Display different image content according to the different paths chosen by the player
Operation Guide
Create a new image
Click the "Create Image" button on the image list page
Enter an image name (required)
Click the upload area to select the image file
Wait for the file upload to finish (the image will be saved automatically)
Set display condition rules as needed
Replace image file
If you need to update an uploaded image:
Click the actions menu in the upper right corner of the image card
Select the "Replace File" option
Select a new image file and upload it
Wait for the upload to complete and then save automatically
Display rules explained
The power of the image component lies in its flexible display condition control, which allows you to set various types of rules:
Condition Type
Scene trigger : Display images when entering a specific scene
Event trigger : Display images when specific game events occur
Item related : Display related images after obtaining a specific item
Combined conditions : Multiple conditions are combined to determine whether to display the image
Application Scenario
Environmental display
Use images to visualize the game environment:
Panoramic or close-up view of the scene
The interior structure of important places
Comparison before and after environmental changes
Clue Presentation
Show important clues through images:
Image of password or key
Details of a document, note or map
Close-up of the item or how to use it
Emotional atmosphere
Use images to enhance the emotional experience:
Screen display of key plot moments
Visual expression of the character's emotional state
Environmental graphics for atmosphere creation
Best Practices
Image quality : Ensure that the image clarity is moderate, ensuring a good visual experience without excessively occupying bandwidth
Right size : Control the image size to ensure it displays well on different devices
File size : Optimize image file size to ensure fast loading
Content relevance : Make sure the image content is closely related to the game scene and plot
Unified style : Keep the art style consistent across all images in the game
Moderate quantity : Avoid excessive use of images to maintain their value as important visual elements
🔔 Example:
Image Name : Laboratory interior photo
Display conditions : Enter the "Mysterious Laboratory" scene
Related scene : Mysterious Laboratory
This image shows the interior environment of the laboratory, including various scientific research equipment, messy laboratory tables and notes on the wall. Players can find some clues from the image, such as the code book on the table and the chemical formula on the whiteboard, which will help solve the puzzles in the laboratory.
4.4 User Actions
Overview
User-executed functions are used to control variables, story transitions, and other logic operations within a script. This is an important tool for managing game flow and interaction, creating a dynamic, responsive gaming experience. With user-executed components, you can design complex conditional trigger systems to achieve dynamic changes in game content.
Features
Event trigger : Set events that are triggered under specific conditions
Variable operations : manage game variables, such as counters and status flags
Scene transition : Control the transition conditions and processes between scenes
Article handling : managing the acquisition, use and transfer of articles
Multiple condition combinations : support complex condition combination logic
Basic Configuration
Actuator settings
Executor Name : Set a descriptive name for the executor for easy identification
Execution type : Select the type of executor (scene transition, variable operation, etc.)
Trigger condition : Set the trigger condition of the actuator
Action Configuration
Action Add : Add actions that the executor will perform
Parameter setting : set the specific parameters of the action
Execution order : Set the execution order of multiple actions
Actuator Type
Scene Transition Executor
Control the player to move between different scenes:
Direct transition : Immediately transition to a new scene when conditions are met
Delayed transition : Set the delay time to transition the scene
Conditional conversion : convert to different scenes according to different conditions
Variable Operation Executor
Modify and track in-game values and states:
Numerical changes : increase, decrease, or set the value of a variable
State switching : switching the state of Boolean type variables
Conditional judgment : perform different actions based on variable values
Article handling actuator
Manage in-game items and resources:
Item Acquisition : Add items to the player's inventory
Item Consumption : Removes an item from the player's inventory.
Item Transfer : Transfer items between characters
Trigger condition setting
The triggering condition of the actuator determines when the corresponding action is executed:
Click the "Add Trigger" button
In the Condition Settings dialog box, select the condition type.
Configuring conditional parameters
Set conditional combination logic (AND/OR)
Save condition settings
Condition Type
Scene conditions : conditions related to the current scene
Item Conditions : Conditions associated with items owned by the player
Variable conditions : conditions related to the value of game variables
Time conditions : conditions related to in-game time
Player behavior : conditions related to player actions
Application Scenario
Plot Control
Use the executor to control the story development:
Change the subsequent plot according to the player's choice
Unlock hidden plots under certain conditions
Track and respond to player progress
Game Mechanics Implementation
Creating interactive game mechanics:
Implemented scoring system and achievement unlocking
Create a resource management and item crafting system
Design time limit and countdown function
Dynamic content adjustment
Dynamically adjust game content based on player behavior:
Adjust game difficulty based on player performance
Present different content based on player preferences
Record the player's historical choices and affect the subsequent game experience
Best Practices
Clear naming : Use descriptive names for executors and variables to make management and debugging easier
Logical organization : organize related executors together to keep the logic clear
Appropriate complexity : Avoid creating overly complex combinations of conditions to ensure that the game logic is maintainable
Comprehensive testing : testing all possible condition combinations and execution paths
Default processing : Set the default processing method for abnormal situations to avoid game freezing
🔔 Example:
Actuator Name : Laboratory Access Control
Execution type : Scene transition
Trigger conditions : Player has the "Security Card" item AND completes the "Decode the Code" mission
Execute action : Switch to the "Inside the lab" scene
This actuator implements a scene transition logic: only when the player has both the security card and completes the decoding task can he enter the internal scene of the laboratory, which increases the challenge and logic of the game.
FAQ: Quick Fixes & Fun Tips
5.1 How to Start a New Online AnzirAct?
Answer:
To create a new AnzirAct, follow these steps:
Log in to Anzir Author Studio:https://author.anzirtech.com/
Click "Create New AnzirAct” at homepage
Enter basic information (name, genre, duration)
Build your story (scenes, characters, interactions)
Save and publish when ready
5.2 How to Test My AnzirAct?
Answer:
Access the Anzir Author Studio:https://author.anzirtech.com/
Finalize AnzirAct creation or modifications
Open "Test Setting" to automatically launch the simulation environment
Verify proper functioning of scenes, conversation flow, and interactions during testing
Implement corrections and retest if any issues are identified
5.3 Scenes Out of Order?
Answer:
To adjust the scene order, follow these steps:
Enter the scenes editing interface.
Locate the "Scene Management" section.
Click and drag the scene order to the desired position.
After saving the changes, the scene order will be updated.
5.4 Audio/Video Not Working
Answer:
Possible reasons for audio or video not playing:
The file format is incompatible. Ensure that the audio or video file is in a supported format (e.g., mp3, mp4).
There was an error during file upload. Try re-uploading the file.
The play conditions have not been met. Check whether the trigger conditions are set correctly.
Network connection issues. Ensure a stable network connection.