Tutorial — Build The Drowned Bell
The Drowned Bell is a grounded dark-fantasy mystery set around Greyhaven and a ruined belfry. The finished campaign has been validator-checked, reviewed, and thoroughly human-playtested. A normal playthrough takes roughly twenty minutes.
This tutorial is the center of the Author Guide. It teaches the full workflow by building one campaign from an approved idea through implementation, validation, review, playtesting, and release evidence. The How-to, Reference, and Troubleshooting chapters remain available for experienced readers and anyone who prefers to jump directly to a specific task.
The tutorial does not begin with one enormous JSON file. You will grow one campaign through eleven chapter checkpoints, validate each meaningful stage, and inspect two deliberate failure variants.
What you will build
Section titled “What you will build”- A public-service town centered on Greyhaven
- Mara Vey and Brother Oren as story NPCs
- Lysa Fen as a recruitable companion
- Two linked quests
- A campaign-owned letter and world-placed satchel
- Out-of-order-safe progression
- A two-level dungeon and custom boss
- Targeted, once-only story triggers
- A milestone message box and dialogue-triggered ending
- A review package with validator and playtest evidence
What you will learn
Section titled “What you will learn”The tutorial teaches more than field syntax. It demonstrates:
- stable namespacing,
- town centers versus service POIs,
- generic NPC appearance fallback versus custom sprites,
- ordered dialogue conditions,
- state checks versus one-time events,
- progression dependency tracing,
- what the validator can and cannot prove,
- why human playtesting must include unexpected ordering.
Prerequisites
Section titled “Prerequisites”You need:
- a desktop browser,
- a text editor,
- the public Author tools,
- the public Play runtime,
- basic familiarity with JSON objects and arrays.
You do not need to clone the game repository.
How to use the checkpoints
Section titled “How to use the checkpoints”- Download the checkpoint file at the beginning or end of each chapter.
- Save it as
tutorial_codex.jsonin your working folder. - Compare it with your current file rather than blindly overwriting your work.
- Validate before importing.
- Import the corrected file into the Author tools.
- Launch a new local playtest when the chapter includes runtime verification.
- Keep notes about what the validator proved and what you personally observed.
The downloadable teaching checkpoints omit large optional NPC sprite arrays so progression data remains readable. Mara uses the runtime’s deterministic NPC appearance fallback, Lysa uses her companion class template, and Chapter 8 includes a compact authored boss sprite because custom monsters do not use the NPC fallback path. The fully playtested canonical campaign remains the authority for finished presentation art.
The eleven chapters
Section titled “The eleven chapters”| Chapter | Main addition | Primary lesson |
|---|---|---|
| 1 | Campaign shell | Identity, root shape, namespacing |
| 2 | Greyhaven | Overworld town centers and services |
| 3 | Mara and the tavern | NPC appearance, placement, and dialogue roots |
| 4 | Quest 1 and the letter | Quests, items, markers, chests |
| 5 | Broken objective reference | Reading validator errors |
| 6 | Safe letter-first progression | Current state versus event timing |
| 7 | Lysa and Quest 2 | Companions and linked progression |
| 8 | Drowned Belfry and Echo Warden | Dungeons and custom bosses |
| 9 | Victory and ending | Targeted triggers and completion flow |
| 10 | Validator-clean soft lock | Reachability and adversarial testing |
| 11 | Review and release decision | Evidence, severity, and human approval |
Starting state
Section titled “Starting state”Begin with Checkpoint 1: campaign shell, then open Chapter 1.