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How to create a Quest in The Sandbox

3/17/2022

1 Comment

 

The Mission

Resources

The Sandbox is an Ethereum-based decentralized NFT gaming metaverse that enables non-tech savvy users to create, sell, use, and monetize their own virtual reality NFTs, but all this would be meaningless if there were no missions to complement and create a story.​
We are going to learn how to use the behaviours and components available to us to make our own missions and quests for our game.
  • The Sandbox Maker
  • A “The Sandbox Maker” account
How to create a Quest in The Sandbox guide

User Interface


First of all, we will open “The sandbox Maker” and we will create a new Experience.
The Sandbox Maker Project Draft
Drafts “The Sandbox Maker”
Once we have entered the new land that we have created, we will see that there are quite a few options, but we will use just a few of them to make the guide simpler.
The Sandbox Game Maker Tools Menu
The Sandbox Game Maker Main Menu
Main menu → Go back to main menu
The Sandbox Game Maker Floopy Drive
Floppy Drive → Save current scene settings
The Sandbox Game Maker Undo
Undo and Redo
The Sandbox Game Maker Rules
Rules → We can set the main values for our quests
The SandBox Game Maker Play
Play → Allows to play the current land

Properties

When we select an asset, a tab appears on the right side showing us the properties of that asset.
We can change the Name, the Visibility, Position and Rotation.
​We can assign different Physics to the object:
  • Collisions
  • No Collisions
  • Collisions + Gravity
​The Attributes can make our assets more useful.
​There are different attributes, which scale from 0 to 100.​ A single GEM can give between 1 and 25 attribute points to an ASSET.
The Sandbox Game Maker Properties menu
Properties menu
Catalysts are divided into four different tiers: Common, Rare, Epic and Legendary.
Each tier defines the number of sockets and the scarcity of your ASSETS.
  • Common Catalyst: 1 Gem socket — 20,000 copies of the ASSET.
  • Rare Catalyst: 2 Gem sockets — 4,000 copies of the ASSET.
  • Epic Catalyst: 3 Gem sockets — 1500 copies of the ASSET.
  • Legendary Catalyst: 4 Gem sockets — 200 copies of the ASSET.
The Sandbox Catalysts page
Common, rare, epic and legendary are basic Catalyst
The Sandbox Game Maker Behaviour and Logic Components
Behaviour menu

Behaviour

​As the name suggests, it allows us to change the behaviour of NPCs and various assets.

COMPONENTS

​We can set different types of component for our assets.
​We can edit the logic of the components, this allows us to manage more things within each component and behaviour.

TAGS

Help us to count and trigger assets in quest.

BEHAVIOURS

​These are the different behaviours available right now:
The Sandbox Game Maker Select Behaviour menu
Behaviours Landing Page
Animated Decoration → Allows to play one of the Asset animation.edit.
Asker → A needy person that needs to talk with you.
Asset Spawner → A spawner of assets that does it automatically or whenever you ask it to.
Basic Platform → A simple platform that can go wherever you want.
Button → A classic button on which you can press to trigger something around.
Message Broadcast → A message repeater or a message broadcaster that can be used to trigger events following your conditions.
Door → A clasic door that can be opened and closed manually or through a trigger.
Bird → A simple bird flying around the sky.
Citizen → A classic person who walks around.​
Farmer → A farmer who walks and gathers Plants around.​
Healer → A nice person that heals injured you and Friendly things around, but also flees Hostile things.
Melee Enemy → A bad person that attacks you or other targets if you get too close.
Plant → A basic plant that is destroyed when beeing interacted with.
Predator → A hostile thing that walks until it is Hungry, in which case it chases you and Friendly things.
Prey → A hungry prey who eats plants and flees Hostile things.​
Soldier → A weird person that walks around and attacks Hostile things when they’re too close. Also defends itself when beeing attacked.​
Replace Asset → A basic option that allows to switch the used asset with specific conditions.​
Multi → A magic point that allows to create cubes around.​
Void → A magic point that allows to destroy cubes and assets around.

​COMPONENTS

The Sandbox Game Maker Select Component menu
Components Landing Page
Climbable: Allows Players to climb the object and to define at wich speed they do it.
Collectible: ​Allows to be collected by the Player, (future: which put the Object in the Inventory)
Defeat: ​Allows to define the Defeat condition(s).
Drop: Allows to drop Things on the floor when the Object dies or when being trigger triggered by defined conditions.
Health: Allows to have Health Points (H.P), with a global Health system (respawn, regeneration, etc.).
Indicator: Allows to define how Cursors , Name, etc are displayed.
NFT Details Display: Shows a window displaying nft details on message.​
Pickable: Allows the Object to be picked by the Player.
Play Sound: Allows to Play a sound with a specific condition and specific parameters.
Rarity VFX: Allows to have special visual effects around the asset depending on the Rarity of the Object.
Speaker: Allows to display a text Balloon above the Object when being interacted or triggered by something else.
Toggle Behaviour: ​Allows to switch on and off the Objects behaviour with specific triggers.
Victory: Allows to define the Victory condition(s).

Basic Movement Controllers


Edit Controls

The Sandbox Game Maker Edit Controls

Play Controls

The Sandbox Game Maker Play Controls

Examples


We are going to create a mission in which you have to talk to two NPC's who will guide you to an elevator, but until you talk to all of them it will not activate.
We will start the quest seleccting the assets needed.
  • 3 NPC’s (Anyone is good)
  • Platform
  • Any small Asset (It will be a toolbox for adding behaviours and components)
Soldier Assets to create a Quest in The Sandbox Game Maker
Assests we need to start
We can use the predefinied avatars, provided by the platform.
The Sandbox predefinied avatars
The SandBox predefinied avatars
​First of all we need to set up our Quest, to do this, click on the Rules button which is located at the top left of the screen.
Then set the name of the quest and a description.
In this case, we want the mission to start when we talk to the Soldier01. To do this, let's create a new message called “quest.soldier01.talk”.
(We can Launch the quest automatically with the option Auto Launch)
​Then, we want a Quest type of “Wait For Message” but we have a few more like “Counter”, “Timer” or “Asset Death”.
​In “Quest completion” , we will check “RequiresMessage” and set the “Message” in “quest.soldier01.final”.
​In “Action after completion” we can choose between “Send message” or “End Game”, we want a Message, not to end the game.
The Sandbox Quest Set up menu
Setting Up our Quest on The Sandbox
Set up menu
Let’s add an asker behaviour to our Soldier01 and click on “Edit Logic”.
To add a behaviour, select the asset to which you want to add it and a small options tab will appear on the right hand side.
The Sandbox Asker menu
Asker menu
The Sandbox Behaviour menu
Behaviour menu
Now change the Question to whatever you want.
Remember to replace the “Speaker Name” to whatever we want.
​Change the “Message sent” to the one we want the mission to start with, in this case A1.
“quest.soldier01.msg1”
Soldier asset toolbox The Sandbox
Soldier Toolbox
No Collisions The Sandbox
We can check the “Look At Player”
Change the “Message When Spoken” to “quest.soldier01”.
Add to The King an “Asker”.
Change the “A1 Message sent” to “quest.soldier01.final”.
​Finally, let's change the “Behaviour” of the platform.
Add a “Basic Platform” and change the distance and direction in which it moves to our preference.
We also add a component called "Toggle behaviour" and change the "Turn On Message" to "quest.soldier01.final".
​Don’t forget to uncheck the “Initial Behavior State” to “False”.
Now make our “Blade” a “Collectible” with the right component, this will allow our blade to be equipped.
In this case, we can set up too another Component called “Rarity VFX” this will show a halo that wrap the Asset.
Now we will add a Toolbox behind the “Soldier01.
This Toolbox will have another “Asker“ Behaviour.
​Make sure to uncheck the eye, this makes our asset invisible.
Change the “Physics” to “No Collisions” or we will crash with it.
​Add an “Asker” behaviour to the Toolbox, this will be our second text of the Soldier01.
Change the name to “Soldier 01”.
​Change “A1 Message Sent” to “quest.soldier01.talk”.
​Now, we add a “speaker” component to the Soldier02.
We want to have more information about our quest with this NPC.
Asker Main Menu The Sandbox
Asker Main Menu The Sandbox
Components The Sandbox Game Maker
The platform will start working when we talk to the King, as we have made the platform active as soon as the toggle behaviour is resolved.
The Sandbox Game Maker Final Mission Quest
Final Mission The Sandbox Game Maker

Conclusion


As simple as that.
​Create your own adventure with monsters, heroes, magic, supernatural beings and more.
There are many ways to create missions and totally different from this one, it’s time to let your imagination run wild.
Picture
Javier Vicén Lucia
3D ARTIST
Enthusiastic about videogames, 3D impression and photography
INSTAGRAM
1 Comment
Lhynzie link
5/15/2022 11:21:42 pm

Awesome content! It looks like you've put a lot of work into this. Quite clear and concise. Thanks for sharing some valuable post. Great job!

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