Exploration Game Engine

A comprehensive guide for administrators


Overview

This is a game engine for building Myst-like exploration experiences. Create interconnected locations with images, define navigation paths between them, and design traversal missions that challenge players to reach specific destinations within a budget.

Perfect for creating virtual campus tours, escape room experiences, educational explorations, or any first-person navigation game.

Core Concepts

Maps

A map represents a game world or explorable area. Each map contains locations, navigation paths, and missions. Maps can be published to make them available to players, or kept as drafts while you're building them.

Buildings

Buildings are structures within a map. They help organize indoor locations and provide context for exploration. Places can be marked as indoor (part of a building) or outdoor (no building association).

Places

Places are specific locations in your game world. They can be:

  • Points of Interest - Notable locations that players can explore (rooms, landmarks, destinations)
  • Intersections - Junction points where multiple paths meet (hallways, courtyards, crossroads)

Each place can have a name, description, room number, floor number, and an image that players see when they arrive.

Paths

Paths connect places together and define how players can move through your world. Each path has:

  • Origin and Destination - The two places being connected
  • Direction - The compass direction (north, south, east, west, etc.) or vertical direction (up, down)
  • Steps - A number representing distance, time, or difficulty (used for mission budgets and scoring)
  • Image - Optional image showing the view along this path (appears as thumbnail during gameplay)
  • Bidirectional option - Automatically creates a return path in the opposite direction
Missions

Missions are traversal challenges that guide players through your world. Each mission has:

  • Name and Description - What the mission is about
  • Starting Place - Where players begin when they start the mission (required)
  • Budget - Maximum allowed steps (creates the challenge)
  • Checkpoints - Ordered list of places players must visit in sequence (at least one required)

Players are transported to the starting place when they begin a mission. They must navigate from checkpoint to checkpoint, planning their route to stay within the step budget. The game tracks progress and warns when they're over budget. Upon completion, players receive a celebration modal showing their performance. Missions cannot be published until they have a starting place and at least one checkpoint.

Getting Started

1. Create a Map

  1. Go to Maps and click "New Map"
  2. Enter a name and description for your game world
  3. Leave "Published" unchecked while building
  4. Set a starting place and direction (you can change this later)

2. Add Buildings and Places

  1. From your map page, click "Edit Settings" to access the map editor
  2. Scroll to the Buildings section and click "Add Building" for any indoor structures
  3. Scroll to the Places section and click "Add Place" to create locations
  4. Or use the "Open Graph Editor" button to build visually (recommended)

3. Build Your World in the Graph Editor

  1. From map edit page, click "Open Graph Editor" (or "Graph" from map view)
  2. Click "Add Place Mode" (green button)
  3. Click anywhere on the canvas to create a new location
  4. Fill in the place details (name, description, image, etc.)
  5. Repeat to add all your locations

4. Connect Locations with Paths

  1. From the map edit page, scroll to the Paths section
  2. Click "Add Path" to create a new connection
  3. Select origin and destination places from the dropdowns
  4. Choose a direction (north, south, east, west, etc.)
  5. Set the number of steps
  6. Optionally upload an image showing the view along this path
  7. The system automatically creates the reverse path

5. Create Missions

  1. From your map page, click "Manage Missions"
  2. Click "New Mission"
  3. Enter a name, description, starting place, and step budget
  4. Save the mission, then add checkpoints in order on the mission page
  5. Check the "Published" checkbox when ready to make it available to players

6. Test and Publish

  1. Click "Play" on your map to test navigation
  2. Try out your missions to ensure they work correctly
  3. When ready, edit your map and check "Published"

Graph Editor Guide

The graph editor provides a visual way to build and manage your campus map:

Modes

  • Add Place Mode - Click on the canvas to create new places
  • Add Path Mode - Click two places to connect them
  • Delete Mode - Click places or paths to delete them
  • Normal Mode - Navigate and inspect the graph

Visual Elements

  • Blue rounded rectangles - Points of interest
  • Gray diamonds - Intersections
  • Green border - Outdoor locations
  • Orange border - Indoor locations
  • Curved arrows - Navigation paths with direction labels

Tips

  • Use "Reset Layout" to reorganize the graph automatically
  • Create intersection points for hallway junctions even if they're not destinations
  • The graph shows bidirectional paths as two curved arrows
  • All changes are saved immediately - no need to click "Save"

Best Practices

World Design
  • Start with a small area and expand gradually
  • Use descriptive, evocative names for locations
  • Add room numbers and floor information to provide structure
  • Write descriptions that immerse players in the environment
  • Create intersection points for complex navigation areas
Path Steps
  • Use consistent units (e.g., all steps represent approximate walking time or distance)
  • Short hallway connections: 1 step
  • Medium distance: 2-3 steps
  • Long walks or stairs: 4-5+ steps
  • Steps appear in the UI when players choose which direction to move
Missions
  • Set a starting place - players will be transported there when mission begins
  • Add at least one checkpoint to make the mission publishable
  • Test missions before publishing to ensure they're completable
  • Set step budgets with some buffer - players may not take the optimal path
  • Order checkpoints to create interesting traversal challenges
  • Use missions for guided tours, puzzles, or exploration challenges
  • Consider multiple missions for the same map with different difficulty levels
Images
  • Add atmospheric images to places to immerse players in each location
  • Upload path images to show what players see along each route
  • Path images appear as clickable thumbnails in the play interface
  • Use distinctive visuals that help players orient themselves
  • Consider using AI-generated images for fantasy or fictional settings
  • Keep file sizes reasonable for faster loading
Player Experience
  • Players navigate by clicking direction buttons (North, East, etc.)
  • Each path shows a thumbnail preview and step count
  • Click thumbnails to see a larger lightbox view of the path
  • During missions, progress is tracked at the top of the screen
  • Players can see checkpoints visited, steps used, and budget remaining
  • Upon mission completion, a celebration modal shows performance details
  • Players receive different feedback based on whether they stayed within budget

Quick Reference

Task Location
View all maps Maps
Edit map settings Maps → [Your Map] → Edit Settings
Manage buildings/places/paths Maps → [Your Map] → Edit Settings → Scroll to sections
Upload path images Maps → [Your Map] → Edit Settings → Paths → Edit path
Build/edit your world visually Maps → [Your Map] → Edit Settings → Open Graph Editor
Create missions Maps → [Your Map] → Manage Missions
Test gameplay Maps → [Your Map] → Play Map