STUDIO / GUIDE 04
Mission nodes
A mission is a directed graph. Each node has an author label, type-specific settings, and a position on the canvas. Ports determine which path can continue. Use the node preview to check what a player may see.
Story and exploration
Start
The entry point of a mission. A default mission begins with one Start node. Connect it to the first playable node.
Configuration: none.
Narrative
Shows authored story content. It can include formatted text, references to reusable content, and an image from private campaign media.
Configuration: content and the player-facing acknowledgeLabel.
Hint
Provides optional guidance. Set its order and, if useful, the node after which it disappears. Hints are available through the player experience rather than wired as a required completion step.
Configuration: content, nonnegative order, and optional dismissAfterNodeId.
Archive entry
Reveals optional background content without blocking progress. It can reference reusable content and images. The editor can convert an archive entry to a hint.
Configuration: content and the player-facing openLabel.
Location
References a reusable location. Location records can carry player-facing names, galaxy and planet information, portal glyphs, travel text, and an image.
Configuration: locationId, player objective, and acknowledgeLabel.
Checkpoint
Marks an authored progression point, such as arrival or confirmation, before later interactions become available.
Configuration: player objective and confirmationLabel.
Player interactions
Text response
Checks a typed answer, including exact codes and phrases. Keep the expected answer in the hidden answer fields. Author-facing labels and player-facing prompts serve different purposes.
Configuration: prompt, comparison mode (exact or trim_case_insensitive), retry feedback, optional success feedback, and hidden serverOnly.expectedAnswer.
Multiple choice
Offers authored answer options. Mark the correct option in the node settings and write feedback for another attempt. The player projection omits the hidden correct-answer data.
Configuration: prompt, at least two options, retry feedback, optional success feedback, and hidden serverOnly.correctOptionId.
Photo upload
Collects one or more screenshots or photos into private storage. A node may inherit the platform policy or set its own image count, MIME types, and maximum size. Successful upload is evidence submission, not image recognition.
Configuration: prompt and optional overrides for requiredCount (1–6), acceptedMimeTypes (JPEG, PNG, WebP), and maxBytes (up to 50 MiB).
Reward
Describes a reward that must be handled by a trusted author or operator. It is a passive leaf and cannot unlock mission completion by itself. A player's claim and manual delivery are separate states.
Configuration: stable rewardId, description, claim instructions, and hidden delivery notes.
Flow control
Choice
Presents an irreversible authored decision. Every option creates a named output port and may include consequence copy. Connect each option's port to its intended next step.
Configuration: prompt and at least two options, each with an ID, label, and optional confirmation content.
All join
Waits for every required incoming branch before continuing. Use it to bring parallel objectives together.
Configuration: none; its incoming edges define the condition.
Any join
Continues when one qualifying incoming branch is complete. Use it for alternative routes.
Configuration: none; its incoming edges define the alternatives.
Mission exit
Marks a named way out of the mission. On the campaign route, connect that exit to another mission or an ending.
Configuration: stable exitKey and player-facing completion content.
Connection rules
The editor rejects invalid targets, duplicate connections, incompatible port types, and cycles. Validation also checks reachability and whether every required path has a valid outcome. See Studio tour for canvas controls and Validation and playtests for findings.