Questies

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create:z_levels

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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.

create/z_levels.1741868630.txt.gz · Last modified: 2025/03/13 12:23 by admin

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