Points
In Questies, a Point is a specific, individual location within the World. Points represent defined spaces, such as buildings, landmarks, or other notable locations, rather than individual items or objects. Unlike larger Areas, Points have clear boundaries and do not contain subdivisions.
Key Features of Points
Specific Locations: Points are unique, self-contained places, like a tavern, a house, or a statue.
Coordinates: Points are tied to exact (x, y, z) coordinates. To be considered at a Point, a character’s coordinates must match the Point’s exactly.
Contained in Areas: Points typically exist within larger
Areas, such as a city or forest.
Unique Names: Every Point must have a unique name that cannot be shared by Characters or Areas. This ensures clarity and prevents conflicts during gameplay.
Examples: A blacksmith’s shop, a town square monument, a cave entrance, or a shrine.
Configuration of Points
When creating a Point, you configure its coordinates:
X and Y: The horizontal coordinates within the
World.
Z-Level: The vertical level, which can represent height or depth.
Special Configuration: Transition Points
Points can also serve as transitions between different Z-Levels, such as a stairwell, cave entrance, or ladder. This allows movement between layers of the World.
To configure a transition Point:
Set the Connects To field to the Z-Level the transition leads to.
For example:
A cave entrance Point at Z-Level 0 might have Connects To: -1, leading deeper underground.
A stairwell Point at Z-Level 1 might have Connects To: 2, allowing traversal upward.
Once configured, these Points allow movement between Z-Levels bi-directionally, either up or down.
Special Configuration: Gateway Points
Points can also serve as Gateways between Areas. When Gateway is toggled on, the Point automatically detects the Areas it connects to, provided it is placed exactly on the boundary between one or two Areas.
Pathfinding Integration: When a Point is marked as a Gateway, pathfinding will automatically use it to navigate between walled Areas.
Area Detection: Gateways require precise placement on the border of Areas to function correctly. This makes them essential for controlled access to walled Areas or enclosed spaces like cities or fortresses.