Text, Quests & Icons

Text in the UI

Apply Text via Objects

Cover

Speaker component (object)

  • Detect players, "bark" to get attention (can send player source data)

  • Simulate a conversation between NPCs

Cover

Asker behavior (object)

  • Player dialogue with NPCs (can send player source data)

  • Quizzes

Cover

Indicator (object text), toggled on and off with Actor Property Switcher behaviour

Cover

Crowd Event (object)

  • Title (with colour selection)

  • Description per Element (how to earn points)

Text Formatting

Modifying the text format can add character, make it more readable, or emphasise hints or instructions for players. Simply add opening and closing tags around the text to be formatted.

Supported Languages & Special Characters

Game Client & Game Maker UI

Software UI is only available in English (e.g., menus) at this time.

Text Fields (Dialogue, Quests, Popups, etc)

Information creators enter into text fields:

  • 3 special fonts support Chinese, Korean, and Japanese

  • 2 basic fonts support thousands of languages (see Noto and Teko for lists)

Sprites (Emoji-Like Icons)

There are 37 available sprites that may be used in many text fields by typing the tag <sprite=1> with a sprite number from 1 to 37. There is no closing tag for sprites. Learn more (video)

Quests

Purpose

Quests are one-time-use player objectives that can be used for:

  • Tutorials for your unique Experience mechanics

  • Meeting important characters or Worldbuilding

  • Points of interest or large scale item collection to encourage exploration

  • Linear game flow, optional side quests, or branching logic based on player actions

  • (Partners) Track player progression in Seasons and Events to earn rewards

  • and more

See Quest Types for use cases per quest type.

Multiplayer Compatible Quests (0.11)

The new Objectives system opens up possibilities for quests to be triggered depending on which player(s) should experience a quest in multiplayer games.

In this first version, feature continuity for solo questing is the main design focus. However, many creators may explore building logic for multiple players to experience quests at nearly the same time.

It isn't as simple as using the Game Rules system, where dependencies for variables are built in (player, team, and global), so we've provided some options to try out. Some are simple, and some a bit more advanced.

USING THIS RESOURCE In the generalized suggestions below, Step 1 should trigger Step 2, and so on, to send player source data and trigger Objectives for intended players. Please test thoroughly and share what you learn in the Forum!

Quest Alone

First Player There

  1. [MP] trigger (options): Collectable component (Global = TRUE) Trigger Volume (destroy this object after one use) Button (destroy this object after one use or spawn a Speaker to inform players that they weren't first) Asker (Only once = TRUE or apply Toggle to turn off after one use)

  2. [MP] Message Broadcaster (Broadcast only once = TRUE if trigger in step 1 can't be removed or prevented)

  3. Objectives


Every Player (Self-Paced)

  1. [MP] trigger (options): Collectable (Global = FALSE) Trigger Volume Button Asker

  2. Objectives

Quest Together

Cooperative: All Players Trigger (Almost) Simultaneously

  1. Trigger options:

    1. All players enter a location:

      1. [MP] Trigger Volume (Detection = EveryAvatarInRange)

    2. Rules (global variable as a criteria to send a message)

      1. Asset Spawner spawns [MP] Trigger Volume (Detection = EveryAvatarInRange)

  2. Objectives


Collaborative Play Without Quests

Quest Icons

The Objectives system sets up the structure of quests, which have a beginning, middle, and end. Use the Indicator component to set quest icons to appear on objects related to your quest.

Giver - Starts the Quest

If a quest is set to auto launch, the Giver icon will not appear.

PLAYER ICON - EXCLAMATION MARK

  • Directs players to start a quest

  • Appears when a quest is unlocked

  • Disappears when a quest is launched

BUILDER SETUP

Objectives - set the quest conditions

Indicator - apply this component to an object

Click Add+ next to Giver and select the quest name from the dropdown list to make the icon appear above the object during play

Dialogue States for Quests

Why Create Dialogue States?

One NPC may need to say different dialogue depending on the state of a quest:

  • Beginning State - An NPC informs players about the quest so they can accept it

  • Middle State - An NPC reminds players they haven't finished the quest yet and may provide a hint

  • End State - Congratulate players if the quest is complete (may suggest where to find a new quest)

Dialogue Strings

What is a Dialogue String?

A dialogue string is a series of logic events used to:

  • display a conversation between an NPC and a player (with answer options)

  • display quiz questions (with answer options)

  • display a "read only" conversation between NPCs (using Speaker component)

An object may only have one Asker behaviour and one Speaker component. This means that multiple objects are needed to create a dialogue string. That usually includes objects with visibility turned off.

Asker behavior may be triggered in a linear sequence or may trigger different paths of gameplay.

Last updated

Was this helpful?

#123: GM 0.11 update - do not publish until public release

Change request updated