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.
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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
Was this helpful?
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.
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.
With Game Maker 0.10, quests could only track individual player progression in singleplayer and multiplayer Experiences. Game Maker 0.11 makes quests compatible with multiplayer [MP] logic. This means the player source can be included with messages to trigger all new logic possibilities!
Crowd Event behaviour can also be used for collective goals. It can be triggered by emotes or messages.
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
It's recommended to create a 1x1 sized game in singleplayer mode for your first game
Set Up Global Mechanics
Share Your Creation
assets made in VoxEdit can be used for displaying:
2D image NFTs (Ethereum blockchain) using the component
premade images provided by The Sandbox with the component
The component can be can be set to open for any NFT made for The Sandbox in VoxEdit or any external NFT displayed in a frame asset. Visitors can be redirected to The Sandbox or OpenSea marketplaces via browser.
Add a behaviour to a logic actor or object and set desired parameters.
Add a component and choose what to detect and detection range (avatars, tags, or a specific actor).
To trigger an asset's animation and send a message when an avatar is detected or a message is received, use behaviour.
Send Message - Add a component to the object that will be destroyed. Set a Message sent on death. Optionally, you can trigger this with an Instant death message.
Drop (spawn) object - Add a component to the object that will be destroyed. Choose Behavior (default asset settings) or (custom settings for one or more objects to spawn). Select the asset or preset to spawn.
Other objects nearby with a component can detect a tag that is included in your spawned object.
A spawned object, such as a , could instantly send a message.
Singleplayer - Add a component to an object and set a message to send.
Multiplayer - Add a component to an object and set a message to send. Then choose the Global setting:
Create a . In the Action After Completion dropdown, choose Send Message. Use the dropdown below this to select an existing message or create a new one.
Send a message to an object with behaviour to change the visibility and/or collisions of other objects in range.
Use behaviour for repeatable sequences, such as weather cycles.
Use behaviour to progress toward a collaborative goal with emotes or messages, finishing with a success or failure message.
The of an Asset determines how it may impact gameplay.
In behavior (applied to the Avatar's Portal asset):
Blocks set to damage or heal the player via Health component added as the Avatar's Feature in behavior
Blocks damage or heal any object via their component
Objects with behaviour, with specific targets by tag
with positive or negative values in the argument sent to the Avatar or other objects from any behaviour or component
Respawn to checkpoint with full health, while quests & inventory remain active... unless you build more sophisticated into your Experience logic
Customise what happens when the player dies in the Health component added as the Avatar's Feature in behavior (Death Event settings).
Any object with a component can be destroyed if the Invincible parameter is set to false. It can send a Message upon death to trigger other logic in your Experience. You can also add a component to spawn something when it is destroyed, such as collectible loot!
Sending 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 .
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 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.
Set up , and direct players to quest items with the component
Customise the player and modify appearance with behaviour
Transition or switch ambient lighting with behaviour
Use and components to manage avatar location
Apply to objects for player feedback
Set up teams with behavior
Create variables and set up global mechanics using
your Experience to the Gallery or if you own virtual LAND
Global Settings
control where messages are sent to trigger logic
specify objects that may be detected
An object may have:
One Behaviour
Many Components
Multiple Tags
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Objectives inform and guide players through your game's flow using an attractive user interface (for single and multiplayer games).
Player Settings allows you to choose a custom avatar, set starter equipment, and apply some components to players (via ).
The menu includes settings that may affect all players, such as:
- for global, player, and team mechanics
- pre-game screen
- position and angle (throughout gameplay)
- music/sound, and global light ( behavior may be set to override)
- toggle on/off global avatar mechanics (e.g., swimming)
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.
govern the core actions of game objects.
add characteristics to deepen an object's interactive potential.
Behaviours and components send and receive to trigger logic with other objects, Quests, and Game Rules.
are identity labels for objects used to:
Game Maker