# Quality Guidelines

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More updates to Game Maker Quality Guidelines are coming soon!
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## Contents

<table data-card-size="large" data-view="cards"><thead><tr><th data-type="content-ref"></th></tr></thead><tbody><tr><td><a href="gm-guidelines/optimisation">optimisation</a></td></tr><tr><td><a href="gm-guidelines/testing">testing</a></td></tr><tr><td><a href="gm-guidelines/playability">playability</a></td></tr><tr><td><a href="../creative-guides/logic-guide/text-quests-and-icons">text-quests-and-icons</a></td></tr></tbody></table>

## Design Tips & Resources

Once you're finished building your Experience, you'll be checking it many times and ways to ensure the topics below have been done well (see [**Testing**](https://docs.sandbox.game/en/creator/game-maker/docs/gm-guidelines/testing)).

<table data-full-width="true"><thead><tr><th width="166"></th><th width="451">Guideline (default camera)</th><th>Reason</th></tr></thead><tbody><tr><td>Corridors</td><td>At least 5 blocks wide and 5 blocks tall, including objects on the sides or top of the walking area</td><td>Prevent "wall clipping" in hallways, caves, spaces between buildings, etc. where players walk</td></tr><tr><td>Traps</td><td>Do not have any "holes" two or more blocks high without an exit (ladder, steps, etc), and make sure there is no way players can be trapped behind or between assets</td><td>Prevents frustration and the need to respawn or restart an Experience</td></tr><tr><td>Tripping</td><td>Remove collisions from rugs, stones, grasses, etc. on the ground where players will walk</td><td>Reduce frustration so players will continue playing</td></tr><tr><td>Boundaries</td><td>Make sure that if players are not supposed to exit an area, there is a physical boundary, but try to keep it natural instead of invisible (e.g., a rock wall you can destroy after a quest rewards you with the right item to break it)</td><td>Prevent breaking the game flow of your narrative by accessing areas not meant for gameplay or intended for later</td></tr><tr><td>Guidance</td><td>Direct players in your Experience clearly with text and visual hints, <a href="../creative-guides/logic-guide/text-quests-and-icons"><strong>quests</strong></a>, etc. Help them make decisions with information on the <a href="../game-rules/game-screen#hud"><strong>Heads Up Display</strong></a> (HUD) using the <a href="game-rules"><strong>Game Rules</strong></a> system</td><td>Prevent players from getting lost and provide the information they need to enjoy all aspects of your game</td></tr><tr><td>Logic Sequence</td><td>Make sure the game will continue to flow logically as you expect no matter what choices players to make (test various ways to "break" your game)</td><td>Prevent the game from being broken or exploited (which can become a problem if you offered prizes to top players)</td></tr><tr><td>Dialogue States</td><td>Set up <a href="../../creative-guides/logic-guide/text-quests-and-icons#dialogue-states-for-quests"><strong>dialogue states</strong></a> to grab player attention to start a quest, remind them what needs to be done during, and provide some closure when the quest is complete</td><td>Keep the immersion by making player actions feel more natural</td></tr><tr><td>Fun</td><td><a href="../creative-guides/experience-design-techniques/game-design/game-loops-and-decisions"><strong>Modify your game loops and add choices</strong></a> (learn more about building specific game genres in the <a href="../creative-guides/experience-guide"><strong>Experience Guide</strong></a>)</td><td>Players will abandon your game quickly if it's not fun</td></tr><tr><td>Replay Value</td><td>Learn how to use the <a href="game-rules"><strong>Game Rules</strong></a> system to easily create advanced logic and make your game more appealing to replay</td><td></td></tr><tr><td>Aesthetics</td><td>Focus on a <a href="../../voxedit/creative-guides/art-techniques/colour-texture-and-depth/colour-choice-and-strategy"><strong>cohesive art style</strong></a> (though it may have <a href="https://youtu.be/Hv6xk4POMGY"><strong>different biomes</strong></a>), visually appealing layout, quality <a href="../../voxedit/creative-guides/art-techniques/colour-texture-and-depth/textures-and-materials"><strong>2D texturing</strong></a> and <a href="../../voxedit/creative-guides/art-techniques/3d-design"><strong>3D shape</strong></a> in its assets, and fitting use of <a href="behaviours/visual/weather-switcher"><strong>weather</strong></a>, <a href="components/display/light"><strong>light</strong></a>, <a href="behaviours/visual/post-process-effects"><strong>camera</strong></a>, and <a href="components/display/visual-fx"><strong>visual FX</strong></a></td><td>Players will enjoy your Experience more if it is visually pleasing and cohesive</td></tr><tr><td>Sound</td><td>Set global sound in <a href="../build-menus/top-bar/gameplay#ambiance"><strong>Gameplay: Ambiance</strong></a> and local sound with the <a href="components/audio/play-sound"><strong>Play Sound</strong></a> component)</td><td>Players will feel your Experience is complete with music and more responsive with sound effects</td></tr></tbody></table>


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