The document
How a world is put together, and how to read the tables on the pages that follow.
A world is one JSON file with seven top level keys. Five carry the game. Every table on these pages is generated from the same definition the studio checks your work against.
Reading a table
Field | The property name, exactly as it is written in JSON. |
Type | What may go there. A blue name is a reference to another collection and links to it. |
Req | Marked when the field must be present. Everything else may be left out. |
Default | What you get when it is left out. |
What it does | One line. Where a field has a trap, this is the trap rather than the obvious meaning. |
1037 fields across 140 sections. Use the filter box on each page to narrow by name or description.
Ids
Everything is addressed by id. An id is lowercase letters, digits, and underscores, starting with a letter, up to 64 characters, and unique inside its collection.
iron_sword crypt_03 the_mill_doorEvery reference is proven to resolve before a world will load. In the studio a reference field is a dropdown of ids that exist. A few fields hold a bare id that is not checked; each says so in its description.
The addressable collections
Every one of these is a list whose entries are identified by an id.
Your world is a file
- The studio keeps worlds in your browser and saves as you work.
- Export hands you the JSON. That file is the whole world.
- Export writes exactly what you wrote. A field you left out stays out.
- Opening accepts an exported file, a hand written world, or either compressed.