Dreams are “complete” experiences, and are shown in the Dream Surfing pages.
Dreams contain scenes or other dreams. (Tg) These can be linked together by plugging wires into doorway nodes of different scenes. If there is more than one scene that could be seen within the dream map, a map button is shown on the dream’s cover page.
When entering a scene within a dream, it is stored as the last scene the player visited. The doorway they entered through is also stored. If they leave the dream and come back, they will start at this scene, entering through the doorway they used to get there before. The object that was auto-possessed when they entered will not be restored, but the doorway will become the checkpoint if that setting is turned on.
When leaving a scene that stores a persistent variable, that variable’s current value is stored. It can then be accessed by other scenes (and parent dreams, if Dream within a Dream is turned off for the dream that the scene is part of). If the player leaves the dream and comes back, that stored value can be accessed by scenes.
If a player has played the dream before, a red reset button is shown on the dream’s cover page. If they click this and confirm, all data about their playthrough will be deleted—including persistent variables and which scenes they’ve played and which was the last one they played.
When a scene is within a dream, the current values of any variables marked “persistent” will be saved before leaving that scene. And if the dream is in the dreamiverse—whether private, public (remixable), or playable—scoreboards will keep a record of all posted scores coming from any scenes within it.
# Nesting Dreams
Dreams can be nested up to 4 deep—including the top-level dream. Only 50 dream creations can be contained within another dream.
When exiting a normal nested dream, the player will be sent along the wire link to whatever other scene or dream is connected in the map. If the doorway is not connected to another scene or dream, they will exit the dream entirely and left in the map of the first nested dream they visited (or cover if the map isn’t available to them).
If the dream is a “dream within a dream,” the player will instead be taken to the cover of the top-level dream.
Contains scenes and dreams. Hovering over their thumbnails will show a tooltip with the name of that creation and its owner.
When importing a creation, if no entrance doorway exists for that creation, one will be added. If no wires connect to the dream map’s entrance node, one will be added going from it to the newly added scene or dream.
Dreams can contain a maximum of 100 scenes or dreams. This number cannot exceed 50 dreams. Only 400 scenes are allowed—including all scenes contained within the dream map, and all scenes within contained dreams.
On the edge of a scene, nodes are shown for each available doorway. Hovering over a node shows a tooltip with the name of the corresponding doorway gadget within the scene. (Tg)
A scene with no doorways that is added to the map will have one default entrance node showing. (Tg)
If a scene is added and it is the only scene in the dream, a wire is taken from the dream’s entrance doorway into that scene. (Tg)
If no entrance doorways in the dream connect to a scene/dream, the player will start in a random scene/dream within the map.
# Wiring Doorways: Doorway nodes can be connected using wires. Hovering over a node will show the name of the corresponding doorway gadget or node. Tweaking one of the dream’s doorways on the outside edge of the screen will edit the name of that doorway node.
Use the Wire Controls to link doorway nodes. (Tg)
If wiring from an exit, it can only connect to entrance or two-way doorways. If wiring from an entrance, it can only connect to exit or two-way doorways. If wiring from a two-way doorway, it can be connected to any kind of doorway. (See the Doorway gadget.)
When wiring into a doorway on the edge of the dream, it will change to fit the match the source of the wire.
For example, wiring an exit into the dream’s doorway will turn the dream’s doorway into an exit.
# Edit Contained Scene or Dream
Use the Adjust Properties shortcut to adjust a scene or dream’s settings. Options are available as below:
# Lock Mode
A scene has a locked state and a visibility state. When unlocked, the scene can be clicked on in the map view to get to its cover page. When locked, the scene cannot be clicked on but is visible. When visible, a scene can be seen within the map view. When invisible, it cannot.
There are 4 lock modes, and these affect how scenes are shown to a player and how they can be interacted by a player with within the dream’s map.
- Unlocked Initially: Always seen, always clickable.
- Locked Initially: Always seen, clickable only if the player has played that scene through the dream.
- Invisible Until Discovered: Seen only if the player has played that scene through the dream.
- Always Invisible: Never seen.
# Assign Scoreboards
A list of all scoreboards the dream has, each with checkboxes next to them (off by default).
When a scoreboard has been assigned to one or more scenes but none of those scenes are visible to the player, that scoreboard will also be hidden from the player.
# Dream within a Dream
When this setting is turned on for a dream contained within a parent dream, and the player is sent to the sub-dream via a wire it will be as if they exited and went to that dream directly. (Tg)
Any scores and variables will use and save to that dream and not the parent dream.
When exiting that sub-dream, the entire dream will be exited and the player will land on the cover page of the nested dream.
When uploaded to the dreamiverse, a dream can display scoreboards from the cover page (in title-alphabetical order) and scores can be posted from scenes within the dream. (Jj) (See the Score and Score Modifier gadgets.)
When the owner plays the dream and posts a score to a scoreboard that hasn't been set up yet, a scoreboard will be created according to the settings in the score gadget. Other players can play the dream and if there is already a scoreboard created their scores can be posted to that scoreboard.
If you own the dream, you can edit the scoreboards to tell Dreams what kind of scoreboard it is. Click on the scoreboards icon on the cover page, scroll over to the scoreboard you want to edit, and then click on the pencil button on the top-right. (Jj)
Here you can set a number of options:
Score Unit: Choose from: “Number” will display the score as a number.
“Time” will display the number as a time, with the integer part of the score representing one second.
# Better score is…: Choose from: “Higher” will sort the scores highest-first.
“Lower” will sort the scores lowest-first.
Multiplayer Boards: This option is used when there have been scores posted for that number of players to that scoreboard, without the “multiplayer” option turned on for that score gadget.
“Separate” will show a dropdown to select the player count of the scores to show (so if “2 Player” is selected, only 2 player scores will be shown).
“Combined” will display all such scores in the same view, with no dropdown to filter them. Note that changing this option will reset all scores.
Scenes can contain elements, and things created directly inside the scene. Doorway gadgets inside a scene will show up as nodes when linking scenes in a dream. (Tg)
Elements are creations that creators can import into other creations. They may also contain external elements. (Tg)
When importing an element that contains more than 1 top-level object, they will automatically be grouped when importing into another creation. The grid centre of the group is based on the (0, 0, 0) origin point of the element. You can see that point by turning on the Floor Guide.
When an element has changed, it can be updated in scenes and elements that it has already been imported into.
Instead of creating many assets as their own elements, you may choose to create them all in one element creation. This can be split into many different elements later for organisation and use in scenes. (Tg)
Another method is to create a test element containing assets, set up as a small scene of sorts. This can then be imported into an asset you are working on to test if things are working well together, fix issues, etc. You can even save locally and that test element will not be permanently linked. Delete the test element before saving online, and the genealogy of the asset you are working on will not include it.
Store links to other creations in a 2D Map. These may contain any kind of creation. (Tg)
# Set Collection Icon
The first 3 creations added to a collection will be shown as part of its icon. You can also set which creations are used and where by following these steps:
- View the collection.
- Click on the contained creation you want to add to the thumbnail to go to its cover page.
- In the top-right of the cover page click the Set Collection Icon button to see a preview of the collection’s icon.
- Click on a spot and it will use the creation’s thumbnail.
Note, the orientation of the 3 thumbnails may be rotated when it is viewed.
# Creation Save Status
A creation can be saved in a number of ways, each with their own behaviours, abilities, and side-effects. Understanding these ahead of time will let you plan out how you want things to work, and avoid problems later down the line.
Things like the creation’s title, description, thumbnails, etc. are not affected by saving. All versions of a creation’s save will show the current live meta data like that.
# Local Saves: Quick Saves and Local Versions use up the local storage limit.
If the local storage limits do not allow the save, the creator is taken to the delete creations view. If they do not select enough local creations to allow room for the save to go ahead, the deletion is cancelled and they must try again before saving.
All local versions and the quick save for a creation can be deleted. Specific versions can be deleted.
No one is notified when saving locally. Local saves are not findable in search. These saves can link to creations of any status.
# Online: Playable, remixable, and private versions are stored online. All saves (apart from the initial quick save) can be online, saving space on local storage.
These cannot be deleted or overwritten.
Before confirming to upload something, double-check that its side-effects and behaviors as explained in this section are okay! You cannot take it back!
If uploading many creations in one go to fulfill status requirements, the upload may fail halfway through. It can be more reliable to upload those individual creations in smaller batches, even uploading privately would work; then uploading publicly later should go through better. One-by-one works, or you could create a collection and import some of the creations, then upload the collection privately—which will require the contained creations to be uploaded privately also. And so you can batch uploads like this, as long as you don’t mind having a spare collection sitting on the server.
Uploading a creation may require some other related creations to be uploaded also. Creations that must be uploaded are shown in a list, each with buttons with options for how it is to be released. When choosing to make a creation playable or public, listed status can also be chosen. (Tg)
# Released: A creation that is either public or playable is considered “released.”
# Versions: All statuses apart from quick-save are saved as “versions.” These can be accessed through the Cover’s Versions section, and each have their own version notes. (Tg)
When uploading a creation, and a related creation is required to be of a particular status for that to be allowed, the upload will not continue before accepting the upload of those other creations with the required statuses. (Tg) (Tg)
Versions can be individully accessed. They cannot be overwritten.
# Notifications: When a creation is uploaded, collaborators of the creation will be notified of a new version.
If the version is playable or remixable, owners of contained creations, and followers of the creation or owner will be notified.
# Quick Save
Saves the creation locally. If there is already a quick-save of the creation, it will be overwritten.
# Local Version
A local version of the creation. (Tg)
Requires all contained elements to be private or remixable. (Tg) Requires all contained Scenes or Dreams to be playable or remixable.
Playable/viewable by anyone.
Other creators may create a remix of the creation. If it is an Element, other creators may import it into a Scene or Element.
Requires all contained elements to be remixable.
If the creation contains private creations that you don’t own, you cannot allow them to be uploaded with the required status. Instead, a warning is shown saying it cannot release the creation as public as it contains PRIVATE creations. The private creations it is referring to are those owned by other creators.
No one can see it apart from you and any collaborators on the creation. (Tg)
Useful for back-ups of what you’re working on.
Requires all contained creations to be uploaded as private, remixable, or playable.
A remix can be made of a creation you own, or that is remixable. A remix is a copy of a version of a creation that contains everything the source contains, and its genealogy is forever linked to that version.
By association, it is also linked to everything that version is linked to.
When an Element or Scene remix is published as playable or remixable, the source creation is required to be remixable.
When a Dream or Collection remix is published as playable, the source is required to be playable.
# Asset Workflow Advice for Publishing
When exporting an asset from a scene or element, it can cause complications when publishing later if other creations are required to have certain statuses you did not intend for them to have.
Another way of “exporting” an asset while avoiding status requirements is to develop everything as an element. You can create an entire scene in there if necessary just as easily as you would inside a “scene” creation. But it gives you a lot more options later on when it comes to publishing.
If the element contains a single asset and that asset is made from scratch and is not a remix, you can release it as remixable with no other requirements.
If you import another element to use in creating this new asset, that imported element will need to be released as remixable, so only import things you’d want to make remixable if you release that new element as remixable.
You can still work with other elements in tandem by importing them for testing, and even quick-saving is fine. Just don’t upload the element you’re working on while that stuff is in there, or they will forever be part of the genealogy and need to be released at the same time you release this element.
You can group all the imported stuff you’re using for testing, so that you can quickly delete them all before each time you upload and then “undo” to put them back and continue working or quick-saving.
Or you could make such a testing setup as its own separate element that you won’t publish. It can contain an entire built-out area and use assets from the project if you wish. Then you can import it into whatever element you’re working on to test with, then delete it before you upload, as above.
If the element contains multiple assets, instead of using “save as new creation,” you can branch off one asset by creating a new element creation and then importing the old one. Now the new element will be the creation you work in, and the old element will be the individual asset. So go back to the old element and delete everything but the asset you wanted to stand alone.
When you want to publish the working-element as a scene, create a scene creation and import it in there. Now you can release that scene as playable and the contained element can be left private, and all the branched-off elements can remain private too.
If you want to release one of these assets as remixable, it and all older elements in the chain will need to be released as remixable because they are contained in it. But if you don’t want to release any of them as remixable, you don’t have to.
Use the Save As New Creation button in edit mode to export an object as an element.
The creator may then be asked to confirm saving the source creation.
This creates a new remix of the saved creation version, deletes everything from the remix apart from the selected object, and asks for a name and the category for the new element.
Note, when publishing that element, it will be published as remixable as normal. As it is a remix of the creation it was exported from, that creation must also be published as remixable at the same time.
To avoid this requirement, create a new element from scratch in a new element creation, and then import it instead. When publishing the element, it is not a remix, and so it will not require the creation it was imported into to be made remixable.
While editing a creation, use the search to import another element.
Note, if the creation being edited is to be published as Remixable, the imported element will need to be made remixable at that time.
Shows a number on the button indicating how many external elements have later versions than those used in the creation being edited. (Tg) (Tg)
Click on the button to see a list of all imported elements, with an indicator for their publish status.
Each element has three buttons below it:
Inspect Version: Edits the version that is currently in the scene.
Update to a Specific Version: Go to the versions list for the creation. Click on a version to update all instances to that version.
Select All: Selects all instances of the creation within the creation being edited.
Update Now: Updates all instances of the creation or objects that came from the creation. (Tg)
Auto-Update: A switch, off by default. When entering a creation’s edit mode, any imported creations with this on will be checked for a later version.
If a later version exists, all objects within the creation being edited will be updated to that latest version as normal, and a notification will appear showing which creations were auto-updated. (Tg)
Below the icons is the date of the version used in the creation being edited and the corresponding version notes.
Replace Local Changes: A switch, which is on by default. When objects are updated to a different version and this is off, any “local” changes—those made within the creation they were imported into—will be preserved. When this setting is on, local changes will be lost and the entire object is replaced with the selected version.
For example, import a yellow collectable and tint it green. The change in tint is a “local” change. When it is updated with “replace local” on, it will go back to being yellow. When it is updated with “replace local” off, it will stay yellow, but other aspects such as logic will be replaced with the version’s logic.
A 2D space containing thumbnails of creations. Click on a thumbnail to choose that creation in different ways depending on the context.
Adjust contents: Use the move, scale, select, and clone controls to adjust the contents of a dream map. Tilt the controller while moving an object to rotate it. Cannot drag to multi-select or multi-clone.
The edge outline will adjust to fit as objects are added, removed, and moved around the map. If there is a background image, it will be centred to that outline.
Searches for creations you own, are a collaborator on, or are remixable. Doorways will be shown as nodes on the edge of the thumbnails. Select one to add it to the dream map.
Tools to edit the dream map. While a tool is active, the Use Tool controls will apply the effect to an object.
Use on an object to edit its settings. Or use the Adjust Properties shortcut to edit the settings of an object.
Tweak the settings of a scene or dream, the text of a note, or the name of a doorway of the dream.
Draw a glowing, slightly transparent line at medium thickness.
Pull the trigger lightly to make a thinner line and harder to make a thicker line.
Make the highest thickness larger - shortcuts: hold shift while drawing.
# Change Colour or Font
Applis the current Colour and Font to objects.
# Add Note
Click anywhere to add a new piece of text and begin editing it. This text will use the selected Colour and Font.
Tweak a note to edit its text. Use the Change Colour or Font tool to change its colour or font.
Adds a doorway to the outer edge of the dream. Once linked to a scene or dream with a wire, it becomes the same type as that doorway.
Tweak the doorway to give it a name. This name will show when the doorway node is hovered within this dream’s map or the map of a dream that contains it.
A list of 10 colours. Used by Scribbles or Notes. The colours are as follows:
- Light Blue.
- Dark Blue.
- Desaturated Purple. Note, the difference between this and Purple is not clear in the menu but is clearer in the map.
- Desaturated Green.
Click to see a menu of all fonts in the game. Click a font to choose it.
Allows you to select a dreams-made photo of one of your creations to use as a background for the map view.
Note, once a background image has been selected it cannot be removed; only replaced with a different background image.
The opacity of the image can be adjusted using Background Opacity.
# Background Opacity
A slider setting how opaque the background image is.
# Clear Scribbles
After confirming, deletes all scribbles from the map.
Contained scenes and dreams will use the version that was imported. Use this to update the references to different versions. (Tg)
Displays the number of contained scenes or dreams that link to a version other than the latest.
# Creation Settings
All creations have their own creation settings, accessible through their cover page or pause menu.
A tab containing related settings.
# Creation Listing Status
A creation can only have one of the following listing statuses:
- Unlisted : Cannot be found in searches, Dreamsurfing listings etc. (Tg)
- Listed : Can be found in searches and Dreamsurfing listings etc.
Hides the online versions of this creation in My Creations, and sets the creation to Unlisted. (Tg)
Note, local versions will still be shown in My Creations.
If this is already lit, clicking the button will restore it, undoing its Archived status and showing its online versions in My Creations. This will not make the creation Listed.
A list of players currently added as collaborators. Collaborators can edit a creation, import their own creations, save it locally, and upload it privately. Note that if their own creations have been added, they must be made remixable before the collaborative creation can be released.
Use the Delete controls to remove collaborators. The owner can remove any collaborators, and a collaborator can use this to remove themselves from being a collaborator. (Tg)
If no players are added as collaborators, an “Add Collaborator” button is shown to search for players.
Use the UI Interaction control to toggle inviting a player to reveal a green envelope icon above them.
Note, this does not yet invite them to collaborate on the creation.
When the green Tick in the top-right is clicked, invitations are sent to the players with an envelope icon. (Tg)
This notification has an Accept and Reject button. The player must click Accept to become a collaborator on that creation.
Once they are a collaborator on a creation, it will appear in their My Creations list. When they view My Creations, creations they are collaborating on will be in a separate tab. (Tg)
Collaborators may only upload changes privately. Only the owner may release it.
Note, up to 10 players can be collaborators at any given time. The “by” list on the cover page will show those players and any players that uploaded any versions of the creation.