en:authors_main:game_management:game_settings

Game Settings

For most fields on the game settings page, there are useful tooltips that appear when you hover over the question mark next to them. However, some aspects should be clarified separately.

Sections are listed in the same order as they appear in the user interface on the game settings page.

Described in detail on this page: Importing from JSON (via the Administrative API).

Sounds are uploaded to cdn.qeng.org and stored there at least until the end of the game (i.e., when the game is moved to the archive), with no storage duration limits. Images are uploaded to imageshack and stored under the same rules.

Described in detail on the page Sequence of Passage.

If the game name starts with the `#` symbol, it is invisible to other players in the game list. However, if players have a direct link to the game, they will still be able to see its description page and the “submit request” button.

  • The option “Open to teams that finished the game” gives teams access to the scenario as soon as THAT TEAM has completed its play. This is convenient for long games with split starts.
  • The scenario options “Open in archive” and “Open in archive, but only to those who played” will open access to the scenario when the game moves to the archive (i.e., the Finish time has passed). Prior to this time, no team will have access to the scenario.

On the QEng engine, there is no classic division into Points, Encounter, MS, or Wet Wars. However, you can specify a type for the game, which helps visually distinguish games of different types on the domain's home page.

  • The types green, yellow, and red roughly correspond to the difficulty of the game - easy, medium, hard (in the context of real street games).
    • green corresponds to Points.
    • yellow to hard points.
    • red to Encounter.
  • For virtual games (e.g., MS or Brainstorms), the virtual type is suitable.
  • For games that do not fit into one of these categories, it is advisable to leave the default type other (grey marker).

HTML code that will be displayed on every level available in the game. Usually, it specifies styling common to all levels, or JS scripts used on multiple levels at once (to prevent copy-paste errors).

Bonuses available across multiple levels (for example, from levels 5 to 10). By default, they are created as available from levels 0 to 0 (meaning unavailable anywhere). They differ from regular bonuses in that entering the correct answer for the bonus on one level will not allow the player to receive the bonus for the same task on subsequent levels (if the bonus is global, rather than two separate identical bonuses on each level).

The level number up to which the bonus is available does not necessarily have to be in the game. That is, for bonuses spanning the entire game, you can set it from level 1 to level 999.

Described in detail on the page Sequence of Passage.

  • en/authors_main/game_management/game_settings.txt
  • Last modified: 2026/06/15 21:06
  • (external edit)