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# Built-in Game Objects

The twilioquest-base extension ships with some default scripted objects. We use these in official TwilioQuest content or provide them as helpful building blocks.

These objects are members of the TwilioQuestObjects tileset. These objects come with a bundle of pre-configured properties and custom scripting. Several of the objects below have many types. These are the same object's with functionality, but with different sprites or orientations.

# TwilioQuestObjects

# Chests

Chests in TwilioQuest are used to present objectives to your players that are optional. They do not block a player's progress. These are best suited for enrichment lessons that are not central to the mission's content.

# Properties

  • objectiveName (String) - This is the objective name that this chest should display in a Hack Interface when a player interacts with the chest.

  • types: chest-red, chest-autumn, chest-blue, chest-green, chest-light-blue, chest-light-red, chest-pink, chest-purple, chest-red-orange

# Laser Barriers

Laser Barriers in TwilioQuest are conventionally used to present objectives to your players that are required. They prevent a player from progressing into the space they block off. Once their linked objective is completed they will open. These are best suited to be paired with a terminal that will launch essential educational content.

# Properties

  • objectiveName (String) - This is the objective name that should cause this laser barrier to open after it's completed.

  • types: laser-horizontal, laser-vertical

# Terminals

Terminals are the conventional location for launching an objective that will open up a laser barrier.

  • objectiveName (String) - This is the objective name that this terminal should display in a Hack Interface when a player interacts with the terminal.

  • types: terminal

# Legacy Objects

These objects are created in Tiled differently than the new object format above. As time progresses, they'll be migrated to that new format.

# Transition Areas

  • key

These trigger events when they're entered and exited by a player

# Exits

  • level name
  • map name

These could be replaced by transition areas?

# Player Entry Points

By convention, these points names are formatted like so player_entryX where X is a unique identifier (usually an incrementing number).

Each map should have at least one player_entry1 entry point. This is where TwilioQuest will default to if no specific player entry point is provided when a map is loaded.

  • key
  • initialFacing

# Non Player Characters (NPCs)

  • conversation

# Tile Objects

This infomration might belong in a guide?

# Generic Objects

This information might belong in a guide?

These are sometimes useful to do things like create an arbitrary region that triggers a piece of interaction text.