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Table of Contents
Z-Levels
In Questies, Z-Levels represent the vertical layers of the World, such as different floors of a building, underground caves, or floating islands. Z-Levels add depth to the World by organizing locations into layers, but movement between these layers is strictly controlled to maintain structure and immersion.
Key Features of Z-Levels
- Vertical Layers: Z-Levels distinguish different heights or depths, such as the ground floor, basements, or higher levels.
- Points as Transitions: The only way to move between Z-Levels is through a designated Point, such as a staircase, cave entrance, or ladder. Points are configured to connect a specific Z-Level to another, allowing controlled transitions between layers.
- Fast Travel Requires Points: Even with Fast Travel, characters can only access a new Z-Level if a valid transition Point exists. Without a Point linking the desired Z-Level, it remains inaccessible, ensuring consistency and logical World navigation.
Example Configurations
A staircase Point might connect Z-Level 0 (ground floor) to Z-Level 1 (upper floor) with the following settings:
- Z-Transition: On
- Z-Level: 0
- Connects To: 1
Similarly, a cave entrance Point could connect Z-Level 0 to Z-Level -1, allowing players to descend underground. These Points allow bidirectional movement, enabling players to traverse up or down seamlessly.
Gameplay Use
Z-Levels add an extra dimension to exploration. They enforce logical transitions, requiring players to find and use Points to move between levels.
By combining Z-Levels with Gateways, Questies creates a World where every layer and walled area is accessible only through deliberate exploration and interaction.