Docs / User / Marinara maps, game assets, HUDs, and storyboards
Marinara maps, game assets, HUDs, and storyboards
Sources: hierarchical-maps, game-assets, sessions-and-saves, hud-widgets, party-and-npcs, storyboard,
roleplay scenes/hud-and-trackers/narrative-director. Pin b7545a63e7e264a1cd9eeea1a5490d50c08ddb29.
Hierarchical maps (Roleplay and Game)
Package install via Download Agents; restart; per-chat enable (not global). Limits: up to 500 locations,
20 hierarchy levels. Prefer wide sibling floors over deep parent chains.
Each location: parent/children/siblings; type Region/Settlement/Place/Building/Floor/Room; public
description + private AI notes; lorebook entries on exact location; one-way/two-way links any-to-any;
children as list, positioned map, or ordered layers.
Workflow: Create map → Draft with AI → Draft preview search/select/regenerate → Continue to editor → set
start location → Enabled + Save. Draft/import only change working copy until enable+save. Travel: Story map
→ set destination → next message commits move. AI cannot relocate by narration alone. Path, details, nearby
destinations, eligible lore can enter context.
Import/export of map files per package UI; chat-owned map state.
Game assets
The Game asset library has five categories: Music, Ambient, Sound Effects, Sprites, and Backgrounds. Its
Asset Browser supports grid/list view, folder tree and breadcrumbs, search, upload/drop, subfolders,
rename, move, copy, delete, download, multi-select actions, folder notes, pagination, and rescan after
outside filesystem changes. Bundled CC0 starter assets are protected from move/delete; backgrounds begin
empty.
Audio accepts MP3, OGG, WAV, FLAC, M4A, AAC, and WebM. Sprites accept PNG, JPG/JPEG, GIF, WebP, AVIF, and
SVG; backgrounds accept the same raster formats except SVG. Audio/image files are limited to 50 MB and
text files to 10 MB. Music alone requires state/genre/intensity: state is exploration, dialogue,
combat, or travel_rest; intensity is calm, tense, or intense; genre is one of the documented ten values.
Each Game chat can include or exclude asset folders without deleting files. Music DJ Custom mode can use
a Game Assets music path or a server-device folder; choosing a device folder and opening system folders
are local/admin-gated operations. Game asset selection does not define Roleplay or Conversation media.
Sessions and saves
Game campaigns have numbered sessions. Ending the current session optionally accepts up to 5,000
characters of next-session direction and generates a conclusion; New Session resumes from its summary
and that direction. Initial Game Setup is an immutable, shareable snapshot of adventure, cast, model,
prompt, effective parameters, visual/storyboard/world-tool choices. It excludes credentials, endpoints,
keys, database IDs, and bundled content, but copied user preferences or GM instructions may still be
private.
Completed-session entries may contain summary, resume point, party dynamics, discoveries, character
moments, recall details, NPC updates, next-session request, stats, and party status. Replay is read-only
and follows recorded choices without calling the GM or changing state. Edit Details changes the stored
notes; Regenerate replaces them; Update Plot Arcs revises hidden Story Arc, Plot Twists, and Party Arcs.
Latest-session lorebook regeneration appears only with Lorebook Keeper.
Show Spoilers reveals and can edit hidden world, plot, party, map, NPC, and character state, with invalid
JSON rejected. Game state autosaves and checkpoints at session boundaries and combat transitions, but
there is no checkpoint-restore UI. Custom HUDs are reviewed before the first or next session starts.
HUD widgets (Game)
Custom HUD Widgets default on in setup wizard; up to 4 left/right. Types: Progress Bar, Gauge, Relationship
Meter, Counter, Stat Block, List, Inventory Grid, Timer. Pre-session Review Starting Widgets (edit/remove)
before Start Game; Prepare Next Session Widgets on continue. During play: GM updates, manual edit, collapse,
lock/unlock drag, double-click lock or R resets position. Layout per game. Import/export widget layouts
where documented.
Roleplay uses separate HUD trackers (hud-and-trackers.md), not Game widget set.
Party and NPCs
The party bar opens member sheets with identity, level, class, HP, status, attributes, abilities, and
inventory. Sheets may be regenerated by AI or edited by hand. Party recruitment/removal changes Game
membership, not Roleplay group-chat membership.
The Adventure Journal separates GM-created story entries from Player Notes. NPC reputation uses seven
ordered labels from Hostile through Ally, with meter/details available from the NPC list. Game Master
modes govern NPC visibility and private notes rather than turning those NPCs into user-controlled party
members.
Storyboards (Game only)
After GM narration turn: 1-6 keyframes (default 3) from stripped GM tags. Stills in Gallery Images; clips
in Videos. Requires Game Illustrator image connection (error if missing). Manual Create storyboard; Automatic
Storyboard Illustrations after each turn (wizard default on when Visual Generation on). Expose prompts:
manual reviews each keyframe; automatic does not pause. Send Avatar References for consistency.{{gameStoryboardKeyframeCount}} supplies target count to GM prompts.
Scenes
A Scene is a temporary Roleplay chat branched from a Conversation via /scene or /rp, with chosen POV,
tense, optional instructions, its own background, stage, opening, and messages. The origin conversation
shows the active-scene link. End Scene writes a generated summary back as memory; Discard deletes
without writing; Convert detaches it into a permanent Roleplay without summary/memory write-back.
Clone from here copies through a selected message into a standalone Roleplay while preserving the
original scene.
Scenes deliberately ignore connected-chat steering notes and ongoing context. They are self-contained;
use Connected Chats for continuous cross-chat influence. Gallery media and reviewed generation prompts
belong to the scene chat, while a backdrop is a separate background surface.
Trackers and Secret Plot
Roleplay has six compact tracker widgets: World State, Persona Stats, Present Characters, Inventory,
Active Quests, and Custom Tracker. Their popovers allow immediate manual edits. Lock mode protects
selected values from later agent output; manual scheduling and per-widget refresh can rerun one or all
trackers. Clear Trackers is irreversible.
The larger Tracker Panel shows the same state with editable custom world/character fields, add/delete,
lock, and hide modes. Hiding Mood, Look, Outfit, or Thoughts clears and locks that value. Appearance
settings control panel replacement, portraits, width, thought presentation, background, and temperature
display. Agents update values, but omitted output does not erase author-created fields.
Narrative Director is Roleplay-only. Push Story arms one Natural or Random Event instruction for the
next reply, then disarms. Secret Plot is off by default and maintains a hidden long-term arc every
1-100 assistant messages, default 8. Reveal permits editing arc description, protagonist arc, one
character arc, and completion; Regenerate replaces the arc after confirmation. Clearing agent runs or
memory does not remove it, but removing Narrative Director deletes it irreversibly.
Bunzai
No claim of full game-state conversion in Bunzai adapters.