ARIS has many ways of connecting game objects together and providing access to those game objects to players. In general, we call these triggers. Here, we list the currently available trigger types and show how to use them. To understand how triggers, objects and scenes come together to create an experience, the basic conceptual model of how ARIS works, check out the description here.
There are currently Five types of trigger in ARIS. Most of these are a way of connecting actions in the physical world to objects in ARIS. Each provides access to any object in ARIS or can be used to accomplish other actions, like switching scenes.
Location (AKA GPS) - ARIS places a trigger at a location in the world using geospatial coordinates. A player can access the object pointed to by being close enough to this location.
QR code - Players can scan an image to access an object in ARIS using their scanner (in ARIS). Alternatively, they can enter a corresponding string into their decoder.
Locks - Internal game logic. Things that a player has done before, not yet done, their current state, or the state of their team or the game world as a whole (that's a lot of options) alone can trigger further interactions. No action in the physical world is needed.
Timer - A self-refreshing timer that triggers an object each time it counts down to 0.
Beacon - Another form of location detection. Instead of GPS coordinates, this trigger works on player proximity to small devices called ibeacons or Bluetooth beacons.
There are many options when you make an object available to players via location. Starting with the basics:
Where - There is a minimap to situate the location of this object in the world. Just drag the dot in the center to move. Don’t worry, the Locations Tab gives more room to work than this little window.
Distance - A blue circle indicating how near a player needs to be. This is in meters. Yay metric system! Notice that this is a visual interface instead of numeric. You can draw how near the player needs to get by dragging a point on the edge.
The map title and icon options deal with what your player sees on their map to represent the object.
Finally, there’s a toggle representing how the player views the object once they are actually in range:
Switching these access toggles can be a little disorienting at first. The numerous location options disappear, leaving the spartan ones for QR codes. There is an image and a text entry area. If you change the text, the image changes with it. The QR code image is a direct encoding of the text you enter. Your player would either scan this image or enter this text into the decoder to access your object.
The third option for accessing objects is Locks. This allows you to send a player immediately to an object as soon as it is unlocked.
This replaces all the hacks for infinite distance and auto display we had to use to stack objects in ARIS 1. For example, if you want an item to be picked up immediately after the intro plaque is viewed, this access option together with an appropriate lock, is how to do it.
The final option for accessing game objects is a Timer.
Notice that the timer is by default a looping timer. Each time the timer reaches zero, the player will be confronted by the game object.
Though still under development, basic functionality is in place. ARIS uses the iBeacon protocol within iOS. Using whatever software you use to manage your particular brand of beacon, you will need to bring a couple pieces of information into ARIS:
Make sure to typeset the UUID very carefully. Errors here may cause your game to not load. Insert dashes and for the hexadecimal codes, make sure you use upper case letters.
You have three choices of how near the player needs to be to the beacon to activate the trigger:
So far, we have had many people try out RadBeacons successfully, but as time goes on, we will see if other brands or particular models work better/worse. Check the forums for any updates or to share your experiences.
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