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 published zip and in the saved .json file. The browser backup does not store the files; save to a file to keep them.

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

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.
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.
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.

Check

Run this before the event. It checks for broken links between steps, Places that point at missing Stories, and Places that can never unlock.

Files

Save to file keeps a copy. Open a file loads a copy back in. 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 file is the only copy that can be moved to another computer or sent to another person. The browser backup runs every 5 minutes and stays on this computer. Save to a file before closing the tab or handing off the work.

Open a file

Loads a project .json back into the builder. Use this to continue work saved on another computer, or a file someone handed you. It replaces what is currently open, so save first if you have unsaved changes.

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.

Publish (content only)

The older path: produces just the story files for the content/ folder on a host laid out the old way (runtime and content side by side). Use Export for deployment above unless you are updating an old-layout site.

Export test page

Downloads the project as one .html file containing the story, images, audio, fonts, and player. Copy it to a phone and open it in the browser there. Requires no server or network. For testing, not for the live event. Progress is not kept after the page closes.