🟦Logic & Gameplay
To make high quality content, all creators need to know what is possible in The Sandbox metaverse, and level designers need technical resources to carry it out. Find these resources here.
Last updated
To make high quality content, all creators need to know what is possible in The Sandbox metaverse, and level designers need technical resources to carry it out. Find these resources here.
Last updated
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Logic in our no-code Game Maker is all about creating a system of communication that provides interactive possibilities so players can choose a flow of cause & effect.
Logic can be linear with a single path of events for players or branching with many possibilities. It can range from simple to a complex chain of events depending on the desired gameplay.
An object is a unique instance of an asset placed in your Experience. Choose an Asset and place as many objects with it as you like, then apply logic to bring it to life and make in interactive.
Behaviours govern the core actions of game objects.
Components add characteristics to deepen an object's interactive potential.
Behaviours and components send and receive Messages to trigger logic with other objects, Quests, and Game Rules.
Tags are identity labels for objects used to:
control where messages are sent to trigger logic
specify objects that may be detected
An object may have:
One Behaviour
Many Components
Multiple Tags
SELF-COMMUNICATION
Set an object's Broadcast Type to Self to receive the message it will send.
Global logic applies to the whole Experience, and it can communicate with object logic, which is more granular and customized.
Objectives/Quests inform and guide an individual player through your game's flow using an attractive user interface (for single and multiplayer games).
Player Settings allow you to choose a custom avatar, set starter equipment, enable optional mechanics, and control settings related to player health.
Game Rules allow you to create custom mechanics with variables from scratch or using presets.
The Gameplay menu includes Game Rules as well as start screen, camera, and ambience settings. Override ambient lighting with Weather Switcher behavour.
Messages are an essential method of communication in Game Maker. There are many simple ways to send a Message using logic and trigger something to happen. Use Tags on objects to direct Messages specifically.
Send a message on start of the Experience or when triggered, once or repeatedly.
Example:
Add a Message Broadcaster behaviour to a logic actor or object and set desired parameters.
SWITCH OBJECT PHYSICS DURING PLAY
Send a message to an object with Actor Property Switcher behaviour to change the visibility and/or collisions of other objects in range.
SEQUENCES & LOOPS
Use Timed Events behaviour for repeatable sequences, such as weather cycles.
COLLABORATION
Use Crowd Event behaviour to progress toward a collaborative goal with emotes or messages, finishing with a success or failure message.
Multiplayer PVP combat is in development, but PVE is possible now.
Equipment can be worn in multiplayer Experiences, and affects the health of the player wearing it.
PowerUps can also affect health. The special messages they send can be found in the message dropdown list of any logic (colored blue). You can send these messages from any logic (not just from PowerUps).
The Rarity & Attributes of an Asset determines how it may impact gameplay.
In Spawn Point behavior (applied to the Avatar's Portal asset):
Set starter equipment (unique to spawn point)
Choose to allow players to use their own NFT equipment in your Experience
You can now create custom messages with arguments.
Sending Messages with Arguments allow you to transition audio, light, camera, weather, and video* instead of making an immediate change with a normal message. A parameter to customise the transition will appear when you choose a message with yellow text.
Apply this to add polish to your Experience's ambience and effects.
Quests/Objectives are one-time-use player objectives that are used to guide players through gameplay, which may include choices that influence game outcomes. There are four main types of quests, but a lot of flexibility for how you may use them.
Add an Indicator component to objects to direct players with quest icons, which appear depending on the state of the quest and the assignments you make: quest giver, objective, or receiver.
Currently, quests only track individual player progression in singleplayer and multiplayer Experiences. Crowd Event behaviour can be used for collective goals, and are triggered by emotes or messages.
Quests will be migrated for compatibility with multiplayer logic.
There's a lot of depth to creating an Experience that uses logic for interactive play. Below are some general tips for elements that most games may include, with links to documentation for more info.
Quick Start
See the Templates tab in Game Maker for content you can download. This includes logic, gameplay, and landscape templates.
Add Depth
Customise the player camera settings and modify appearance with Post Processing Effects behaviour
Transition or switch ambient lighting with Weather Switcher behaviour
Use Avatar Teleport and Avatar Checkpoint components to manage avatar location
Apply visual effects to objects for player feedback
Set up teams with Spawn Point behavior
It's recommended to create a 1x1 sized game in singleplayer mode for your first game
Set Up Global Mechanics
Create variables and set up global mechanics using Game Rules
Share Your Creation
Collecting an object can trigger a variable to increase to count a total number of resources represented by the object. This value can be displayed in the player HUD using the rule.
A rule can be used to trigger an Asset Spawner to spawn objects with Projectile behavior to shoot at targets.
Equipment with a Defense Attribute increases the player's maximum health.
Equipment with a Power Attribute damages enemies more during attacks.
Equipment with a Speed Attribute increases the players movement speed.
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