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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 the Item Shop, Magic Code (which opens the code box), Achievements or the player's Journal right where it belongs in the story, instead of leaving players to find it in the menu. The first three are offered only when those features are on, and each uses your platform's own name for that section.

Arranging Things

Hover over an object and its control bar appears above it.

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.

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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