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Setup Docs

The Journey Builder: Designing the Map

The Journey Builder is where you design the map itself. Your milestones and Tabis are already on it once you've made them; the builder is where you arrange them and add everything else players will see — artwork, labels, live panels, shortcuts — at the depth you want. Open it from Journey Builder in the menu's Admin Tools. In an adventure made from a template, the map belongs to the template, so design it there.

The Palette

The toolbar along the top is a palette of things to place. Everything you add lands on the canvas ready to drag, resize and arrange.

The widget and link menus only offer what the adventure has switched on in Adventure Settings, so you can't place a shortcut into a feature players can't use.

Widgets

A widget reads whoever is looking at it, so two players see different numbers in the same spot.

Widgets are drawn at their real size in the builder, filled with stand-in data. Drag the corner handle to size one: unlike a graphic, which keeps its image's proportions, a widget takes whatever height you give it. The widgets that show a list also have a length, named after what they count:

Any number up to 50 works; clear the field to go back to the default. The Achievements and Backpack panels say how many more there are beyond what fits. A tall Achievements panel beside a short Tasks list is exactly what this is for.

Task Hexagons

A task hexagon is one task drawn like a milestone. Where the Tasks widget lists several tasks in one panel, hexagons let you lay a routine out as a map: one per task, placed where it happens in the story. Players click one to open the task and complete it without leaving the Journey. The hexagon keeps its shape when you resize it, and its bar has a Task picker if you want to point it at a different task. If its task is deleted, the hexagon stays on the map drawn as unavailable, so you can find it and remove it.

Text

A text object has its words, an optional link, a font and a size. The three fonts are Normal, Normal Condensed and Special. Size is in pixels, from 8 to 200; leave it blank for the default of 28. Enter starts a new line, and the text saves when you click away (or press Ctrl+Enter, Cmd+Enter on a Mac). Resizing a text object sets where it wraps; its height is whatever the words need.

Nav Links

Put a button to any of the adventure's player-facing sections right where it belongs in the story, instead of leaving players to find it in the menu — not just the Item Shop, Magic Code and Journal, but any of the 24 sections the platform offers: the Journal, Achievements, Leaderboard, Item Shop, Backpack, Tabis, the Garden, Tasks, Missions, Guilds, Help Board, Wall, Posts, Resources, the Event Schedule, Speakers, Cooper, My Account and more. Each option is offered only when that feature is actually on, and each uses your platform's own name for that section.

Posts & Resources Feed Widgets

Two widgets put your news feed right on the map: a Posts feed and a Resources feed. Point either one at a single post or resource to show it in place, or leave it open to show the newest items as a scrollable list — handy for in-world instructions or announcements players read without leaving the Journey.

Arranging Things

Hover over an object and its control bar appears above it. Double-click any element to open it in the Layers panel docked at the side instead, where the map stays fully visible while you work.

Showing or Hiding by Achievement

Beyond the level rule, any element you place on the map — a graphic, a Tabi, a milestone node — can also be shown only to players holding a specific achievement, or hidden from players holding a different one. Combine it with the level rule freely; both apply together. As a GM or admin, you'll still see a hidden element yourself, dimmed, with a plain-language note explaining why ("Shown from level 2; only to holders of Pilot"). Players never see it at all. This is also the recommended way to build "staff-only" content on the map: give your staff an achievement and gate the content to holders of it, rather than needing a separate staff flag.

Naming Elements and Gliding to a Place

Every element you place can now have a real name (shown in pickers and layer lists), instead of just a filename or a snippet of its text. Give your important landmarks a name once, and renaming your content later won't change it.

A Point (see the Palette, above) is an invisible marker you can drop anywhere on the map purely as a destination. A Glide button — or any graphic or text element — can be set to glide the camera smoothly to any named point, Tabi, milestone, or other element on the map when clicked, instead of opening a link or a post.

Every placed element, Tabi and milestone also has a Link to this spot button that copies a direct URL — opening that link (or typing it in) glides a player's map straight to that location when they land on the journey. Handy for pointing players at something specific from an email or announcement. One thing to keep in mind: if the destination is hidden from a player by a level or achievement rule, the glide link simply does nothing for them — give the button or link the same visibility rule as its destination if you want it to always work.

Depth

Everything on the map sits at one of four depths, and each moves at its own speed when a player pans or zooms — that's what gives the map its parallax:

Behind all four, the grid backdrop drifts slowest of all.

A fifth option, Fixed, pins an element to the screen itself rather than the map — it stays in the same corner or edge as players pan and zoom around, instead of scrolling away. Useful for a decoration, button or link you want always on screen, like a persistent call-to-action.

Graphics, text, widgets, nav links and task hexagons have a Depth row in their bar: press Deep, Back, Base or Front to move the object there, and it lands at the bottom of that depth's stack. Anything a player needs to click — a linked graphic or text, a widget, a nav link, a task hexagon — has to stay on Base, because the other depths are decoration only.

The builder itself doesn't pan or zoom — it scrolls — so all four depths line up exactly as they will at the player's starting view. Open View journey to see them move.

Blur

Beside its depth, each graphic, text, widget, nav link and task hexagon has a Blur field, in pixels from 0 (sharp) to 40. A little blur on something in the background sells distance. Milestones and Tabis don't take blur.

Working Layer

Working layer lets you edit one depth at a time. Choose Deep background, Background, Base or Foreground and everything at the other depths stays visible but ghosted, and stops taking clicks — so you can work over a busy canvas without grabbing the wrong thing. Everything puts it back.

The Layers Panel

Layers opens a side panel listing everything on the journey, front to back, grouped by depth — Foreground, Base, Background, Deep background — with a count for each and a note saying which one players can click. Its job is finding what the canvas makes hard to reach: something ghosted, buried under three other objects, or scrolled off the edge. Click a row to find it on the canvas, and use its depth buttons to move it. Milestones, and Tabis that hold milestones, show as locked to Base, and any blur is listed next to the object's type.

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