You can play this sample using island code 9331-7614-5936.
The Onboarding Sample offers creators an interactive, firsthand experience on the many devices that can be used to create basic levels. This is, overall, the best way to learn the do’s and don’ts for creating your own island.
Through this onboarding experience, creators will hop into the player’s shoes while learning key creator development concepts that can help make their island a great experience.
A major concept covered through this tutorial shows creators how to relay important information such as game rules and objectives to players. Players need to know the world around them and how to navigate through it to truly get the most out of any gameplay experience.
This makes Communication one of the most important aspects of game design. The tips offered through this tutorial will set creators on their way to design game modes with clear rules and objectives that are easy to follow.
Creators will also learn other important ways to relay information to players. The devices covered in this Onboarding Island make for a gameplay experience that will bring players back for more.
This tutorial uses the following devices:
Click here to skip the settings and head straight to the the tutorial.
The following settings have been changed to create this island. Settings can be customized by pressing the Tab key and clicking the My Island tab from the top menu bar. The tabs Game, Settings, and UI and be found on the second row of the menu bar.
Game
Option | Value | Description |
---|---|---|
Voice Chat | Team | Determines whether voice chat should be allowed within teams, between all players, or not at all. |
Max Players | 1 | Maximum number of players allowed into the game. |
Teams | Free For All | Determines how many teams players will be divided into. |
Team Size | Dynamic | Number of players per team. |
Matchmaking Type | Off | Determines the type of matchmaking used on this island. |
Matchmaking Privacy | Public | Anyone can use the island code. |
Default Class Identifier | None | Defines the default Class for players at the game start or if their Class is reset. |
Revert to Default Class At | End of Game | Determines when a player's Class should be reset to their default. |
Spawn Limit | Infinite | Determines the number of times a player can spawn into the game, including the initial spawn at game start. |
After Last Spawn Go To | Spectator | Specifies the team a player will move to when they use all of their spawns. Can be used to create infection style games. |
Total Rounds | 1 | Determines the number of rounds to play before the game ends. |
Team Rotation | Disabled | Determines how frequently teams should be rotated. Not supported when 3 or more teams are asymmetric or when teams are set to cooperative. |
End Game On Match Point Win | No | Causes the game to end when one player or team has won enough rounds that they can no longer be beaten. |
Team Visuals Determined At | Round Start | Determines whether team names and colors change each round or stay as they are at game start. |
Time Limit | None | Specifies the duration of each round, or the game itself if there is only one round. |
Fastest Time Win | Disabled | Causes the player or team with the fastest round win time to win the match overall. |
All Teams Must Finish | No | Determines whether all teams must complete the win conditions for the game to end. |
Win Condition | Most Round Wins | Determines the overall win condition for the game. |
Eliminations To End | Off | Causes the round to end when a player or team has achieved the specific number of eliminations. |
Creature Eliminations To End | Off | Causes the round to end when a player or team has destroyed the specified number of Creatures. |
Objectives To End | Off | Causes the round to end when a player or team has completed the specified number of objectives. |
Collect Items To End | Off | Causes the round to end when a player or team has acquired the specified number of Collectible objects. |
Score To End | Off | Causes the round to end when a player or team has achieved the specified Score. |
Last Standing Ends Game | Off | Determines whether the game should end when there is only one player or team still alive in the match. |
Join In Progress | Spectate | Specifies what to do when a player joins while a game is in progress. Set to Spawn if you want player to join in progress. |
Spawn Location | Spawn Pads | Specifies where players will spawn when the game starts - on a designated spawn pad, in the air above the map or wherever they are currently located. |
Respawn Type | Individual | Changing respawn type to Wave causes all player eliminated during a certain window to respawn together. Time is set via Respawn Time setting. |
Post-Game Spawn Location | Island Start | Determines where players respawn when the game ends. |
Only Allow Respawn If Spawn Pads Found | No | Only allow players to respawn if there is a valid spawn pad available. |
Autostart | Off | Specifies whether the game will start automatically after the selected amount of time. Only applies to Published islands. |
Game Start Countdown | 3 Seconds | Determines the length of countdown after Game Start or Round Start before players can begin acting. |
Vehicle Trick Score Multiplier | 1.0 | Sets a multiplier to apply vehicle trick scores. |
Keep Player Built Structures Between Rounds | Off | Causes player built structures to be kept between rounds. |
Allow Out Of Bounds | On | Determines whether players can leave the boundaries of the island. |
Allow Spectating Other Teams | Yes | Determines whether spectating players can watch other teams. |
Elimination Score | 0 | Determines the amount of Score awarded to a player when they eliminate another player. |
Assist Score | 0 | Determines the amount of score awarded to a player when they assist in eliminating another player. |
Allow Friendly Fire | No | Whether two players on the same team can damage each other or not. |
Player Collision | On | Determines whether players collide with or pass through each other. |
Vehicle Impacts Damage Objects | Yes | Whether vehicles impacting objects will damage them or not. |
Settings
Option | Value | Description | |
---|---|---|---|
Time Of Day | Default | Sets the time of day on the island. | |
Camera Filter | Default | Sets an optional image filter to apply to the camera on the island. | |
Light Brightness | Default | Sets the intensity of the natural lighting on the island. | |
Light Color | Default | Sets the color of the natural lighting on the island. | |
Fog Thickness | Default | Sets the density of fog on the island. | |
Fog Color | Default | Sets the color of fog on the island. | |
Starting Health | 100% Health | Determines how much health a player has when they spawn. | |
Max Health | 100 Health | Determines the maximum health value players can reach during the game. | |
Starting Shields | No Shields | Determines the player's shield value when they spawn. | |
Max Shields | 100 Shields | Determines the maximum shield value players can reach during the game. | |
Infinite Ammo | Off | Determines whether players have infinite ammunition during the game. | |
Infinite Resources | Off | Determines whether players have infinite building materials during the game. | |
Maximum Building Resources | 500 | Sets the maximum amount of resources a player can carry during the game. | |
Harvest Style | Creative | Determines which values are used for resource gathering during the game. | |
Harvest Multiplier | 1X | Determines the rate at which players can harvest resources from world objects. | |
Allow Aim Assist | Yes | Allows gamepad aim assist in the game. | |
Allow Building | All | Allow players to build with wood, stone, or metal if they have resources during the game or place traps. | |
Allowed To Edit | Default | Determines who is allowed to edit player built structures. | |
Building Can Destroy Environment | No | Determines whether placing a player built structure can destroy any parts of the environment that it overlaps with. | |
Environment Damage | Off | Determines whether players can damage the environment during the game. | |
Structure Damage | None | Sets which structures players are able to damage based on who built them during the game. | |
Weapon Destruction | 100% | Modifies the amount of weapon damage dealt to the environment and buildings during games. | |
Pickaxe Destruction | None | Modifies pickaxe damage dealt to the environment and buildings. | |
PVP Pickaxe Damage | On | Determines whether players can inflict pickaxe damage to each other during the game. | |
Pickaxe Range Multiplier | Default | Modifies pickaxe attack range. | |
Start With Pickaxe | No | Players start the game with a pickaxe. | |
Down But Not Out | Default | Determines whether players can be put into the Down But Not Out state. Default means that this will be determined automatically depending on the team size. | |
Eliminated Player’s Items | Delete | Determines what happens to a player's items when they are eliminated. | |
Allow Item Drop | No | Determines whether players can drop items from their inventory during the game. | |
Allow Item Pick Up | Yes | Determines whether players can pick up items during the game. | |
Auto Pickup Pickups | Don’t Override | Determines if the player automatically collects Pickups. | |
Auto Pick Ammo | Don’t Override | Determines if the player automatically collects Ammo. | |
Auto Pickup Consumables | Don’t Override | Determines if the player automatically collects Consumables. | |
Auto Pickup Gadgets | Don’t Override | Determines if the player automatically collects Gadgets. | |
Auto Pickup Traps | Don’t Override | Determines if the player automatically collects Traps. | |
Auto Pickup Weapons | Don’t Override | Determines if the player automatically collects Weapons. | |
Auto Pickup World Resources | Don’t Override | Determines if the player automatically collects Resources. | |
Respawn Time | 5 Seconds | Sets the amount of time players must wait after elimination before spawning back into the game. | |
Spawn Immunity Time | Default | Determines the period of invulnerability granted to a player when they respawn. | |
Fall Damage | Off | Determines whether player are affected by fall damage during the game. | |
Gravity | Normal | Sets the level of gravity that affects players during the game. | |
Jump Fatigue | On | Determines whether continuous jumping applies a penalty to jump height. | |
Glider Redeploy | On | Determines whether players can freely deploy their gliders without the use of items. | |
Player Flight | Off | Determines whether players are able to fly during the game. | |
Player Flight Sprint | On | Determines whether players can use the Sprint key while flying to increase movement speed. | |
Flight Speed | 1.0X | Sets a multiplier on movement speed when flying. | |
Player Names & Location | Team Only | Determines whether player names and location can be seen by other players. | |
Health Granted On Elimination | 0 | Specifies the amount of health that is granted to a player when the eliminate another player. Any health awarded above a player's Max Health value is awarded as shields. | |
Wood Granted On Elimination | 0 | Specifies the amount of wood that is granted to a player when they eliminate another player. | |
Stone Granted On Elimination | 0 | Specificies the amount of stone that is granted to a player when they eliminate another player. | |
Metal Granted On Elimination | 0 | Specifies the amount of metal that is granted to a player when they eliminate another player. | |
Gold Granted On Elimination | 0 | Specifies the amount of gold that is granted to a player when they eliminate another player. | |
Self-Damage On Hit Amount | 0 | Sets the amount of damage that players will deal to themselves whether they hit something else. | |
Self-Damage Only On Non-Zero Damage | Yes | Determines whether the player use inflict non-zero damage to something before taking self-damage. | |
Self-Damage Target Filter | All | Specifies which types of target cause self-damage when hit. | |
Self-Damage Weapon Filter | All | Determines which types of weapon can inflict self-damage. | |
Allow Manual Respawning | Yes | Determines whether players can use the Respawn menu option during the game. | |
Show Wood Resource Count | Yes | Determines whether the amount of wood carried is shown on the player's HUD. | |
Show Stone Resource Count | Yes | Determines whether the amount of stone carried is shown on the player's HUD. | |
Show Metal Resource Count | Yes | Determines whether the amount of metal carried is shown on the player's HUD. | |
Show Gold Resource Count | No | Determines whether the amount of gold carried is shown on the player's HUD. | |
Maximum Equipment Slots | Don't Override | Sets the maximum number of equipment slots for players during the game. | |
Player Elimination Audio | On | Determines whether the audio effects of a player being eliminated are played. |
UI
Option | Value | Description |
---|---|---|
Timer Direction | Count Down | Specifies whether the game timer should count up or down. |
Game Winner Display Time | 3 Seconds | Determines how long the overall game winner's name will be shown for at the end of the game. |
Game Score Display Time | 15 Seconds | Determines how long the final scoreboard will be shown for at the end of the game. |
Round Winner Display Time | 3 Seconds | Determines how long the round winner's name will be shown for at the end of the round. |
Round Score Display Time | 15 Seconds | Determines how long the scoreboard will be shown for at the end of each round. |
HUD Info Type | Objectives | Specifies which type of information is tracked in the HUD. |
Show Cumulative Stat Value On HUD | No | Determines whether the HUD should show information for just the current round or cumulative across all rounds. |
Show Resource Feed On Eliminations | No | Determines whether to show the larger resource feed when receiving resources by eliminating players. |
Scoreboard Win Condition | None | Determines the winner of the round. Displayed in the first column of the scoreboard. |
Scoreboard Tiebreaker 1 | None | Tiebreaker for the win condition. Displayed in the second column of the scoreboard. |
Scoreboard Tiebreaker 2 | None | Second tiebreaker for the win condition. Displayed in the third column of the scoreboard. |
Scoreboard Tiebreaker 3 | None | Third tiebreaker for the win condition. Displayed in the fourth column of the scoreboard. |
Scoreboard Tiebreaker 4 | None | Fourth tiebreaker for the win condition. Displayed in the fifth column of the scoreboard. |
Map Screen Display | Scoreboard | Chooses whether to display the game scoreboard or the overview map when a player presses the Map key. |
Show Cumulative Scoreboard | No | Determines whether the scoreboard should show information just for the current round or cumulative across all rounds. |
Show Island Code Watermark | On | Causes your name and published island code to appear in place of the compass. |
Game End Callout | You Win/Lose | Choose the callout type of the game and end screen. |
Victory Sound | End 2 | What sound to play when players win the game. |
Defeat Sound | Default | What sound to play when players lose the game. |
Draw Sound | Default | What sound to play when the game ends in a tie. |
Custom Victory Callout | Insert Text | Message to be dispalyed on victory or cooperative game end. Clear this field to restore defaults. |
Custom Defeat Callout | Insert Text | Message to be displayed in the defeat screen. Clear this field to restore defaults. |
Hide Elimination Feed | No | Allows the Elimination Feed to be hidden for all players during the game. |
Hide Party Eliminations | No | Allows the number of eliminations gained by party members to be hidden from the Party UI. |
Onboarding Island Overview
Spawn and Chest Room
The following devices were used in this section:
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Player Spawn Pad
-
Billboard
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Lock
-
Chest & Ammo Gallery
-
Conditional Button
-
Trigger
The player will load into an introductory room that offers a general overview of the expected objectives. In this room, you will find a Player Spawn Pad which spawns a single player on the pad. For maps with multiple players, each player will need their own spawn pad, otherwise they will spawn in the sky and drop down from their parachute. You have the option to make Player Spawn Pads invisible and specify which teams can spawn from them.
On the wall, you will find a Billboard that offers customizable text to display informative messages to the player. You can alter the text size, justification, and viewing distance through the device options. Billboards with transparent borders will collide with the background and should be used cautiously.
The door to the next room will be unlocked by the Lock device located beside it. Walk through the door and enter the next room.
The next room also has instructional billboards that inform the player of the required objectives needed to advance into the next room. Billboards are an effective way to advance gameplay for players who are both unfamiliar with the game rules or need a simple reminder.
To unlock the door, the player must open a Chest to collect the items needed for the Conditional Button.
When changing walls and floors, be sure to detach any connected devices such as Conditional Buttons and Lock devices. Any device attached to a replaced tile will be deleted.
Designer Tips
The chest can hold consumables and weapons which can be located through the following actions:
-
Press Tab on your keyboard
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Select the Creative on the top navigation bar
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Select Consumables tab
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Select your desired item to be included in the chest
Be cautious when dragging multiple items from the Weapons and Consumables tab since they can not be destroyed or deleted with the Cell Phone device. Items can be deleted from your inventory by briefly leaving the island boundary.
Each time you click Add to Chest, the item amount will increase by one. After selecting your desired items, go to the Chest tab. You will see the item amount indicated by a yellow box on the Chest tab. Items from the Weapons and Consumables tab can be stored in either a Llama or Chest.
Take the items from the chest and head over to the Conditional Button, which can show a holographic visual of both the lock status and the key items needed. You can alter settings such as displayed icons, key quantities, and interaction text through the device options.
Behind the Scenes
Behind the door lies a Trigger device that will activate once the player walks through the door. The device is set to send a signal through a specific channel which can activate or stop a different device.
For this instance, the Trigger device has options set to be invisible during gameplay and send a signal to channel 3. The signal will be picked up by a HUD Message device that has options set to display a pop up message once it receives a signal on channel 3.
Sections A
The following devices were used in this section:
-
HUD Message
-
Button
Walk through the door and follow the glowing path to the right that will lead you to Section A. The Billboards will instruct you to view a HUD Message device that displays a pop up text after being activated by the Button device.
After being pressed, the Button device will also transmit a signal to the Button in Section B. You can alter Button devices to be activated only after receiving a signal from another device that’s set to the same channel.
Designer Tips
The HUD Message device can be used to display short, borderless messages. Through the device options, you can choose to have the device invisible and display messages after receiving a signal from another device. You can also alter settings to have text seen by specific teams and play sounds when activated.
Section B
The following devices were used in this section:
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Billboard
-
Button
-
Vending Machine
-
Teleporter
Press the Button in Section B to activate the Vending Machine. The Vending Machine will display an image of the stored item and the required cost.
The item will then be dropped to the ground and added to the Vending Machine. Use your pickaxe to switch through Vending Machines with multiple items.
Go to the Vending Machine after reading the remaining Billboards and equip the Infinity Blade. Head over to the Teleporter which will transport you to a different area.
Designer Tips
You can add items to the Vending Machine through the following actions:
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Stand in front of the Vending Machine
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Press Tab on your keyboard
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Select Creative on the top navigation bar
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Select an item from Weapons or Consumables by double clicking or dragging it to your toolbar
-
Drag the item from your toolbar to the side until you see a white icon that displays a backpack with a downward arrow
Section C
The following devices were used in this section:
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Teleporter
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Tracker
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Objective
-
Lock
You will spawn into Section C through a second Teleporter. In this room, you will start a series of objectives managed by a Tracker device. The Tracker will keep a running total of objective statuses for the end-of-game win conditions.
Destroy the server in the middle of the room to complete the first objective from the Objective device, which will unlock the Lock device and open the door to the next room.
Designer Tips
You can add Objective Items through the following actions:
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Press Tab on your keyboard
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Select the Creative on the top navigation bar
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Select Objective from the left side panel
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Select Objective Device Gallery from the list of options
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Click Place Now
You will have a collection of items to choose from as your chosen objective device. After choosing your preferred device, press (`) to bring up your Cell Phone. Hover over the items you wish to discard and press (x) to delete the items.
Section D
The following devices were used in this section:
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Creature Placer
-
Objective
-
Lock
Part 1
Walking through the door of Section D will trigger a Creature Placer. Defeat the Creature and destroy the satellite Objective device, which will unlock the door to Part 2 of Section D.
Walk through the next door to enter the final room.
Behind the Scenes
When the player enters Section D, they will pass through an invisible trigger that activates the Map Indicator device. The player will then have icons that show their current location and objectives on the map. Through the device options, you can alter settings such as the displayed text, the icon color, and map visibility.
Part 2
In this room you will find two of the many variations of Creatures available from the Creature Placer, the Red Brute and the Red Fiend.
Walking through the door will activate an invisible Trigger device that will spawn the creatures. Defeat the two creatures and make your way to the last Objective device.
Destroying the last Objective device will complete the win conditions of the Tracker in Section C and end the game
Congrats! You have successfully completed the Onboarding Tutorial Island.