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04 · Logic & Systems

Gameplay as plain sentences.

Rules read as when, if, then. Pick an event, add conditions, choose actions. Scores, items, quests, dialogue and win conditions, with no code. Scripts when you want more.

When, if, then

A rule fires on an event such as a player entering a zone, a score changing or a round ending. Conditions compare facts like a match variable, an item count or the zone that fired. Actions announce, set variables, give items, start quests or win the game.

8 events, 10 facts, 11 actions
Zone ids and item names picked from your own project
Rules run wherever your game runs and sync to every player

HUD, audio, data, cutscenes

The Systems workspace holds everything around the rules. Lay out a HUD from seven widgets. Mix music, effects and ambience with positional audio zones. Keep items, quests and dialogue in Game Data. Cut a short cinematic on a five-track timeline.

Health, resources, timer, minimap, feed, hotbar, dialogue
Master, music, effects and ambience with distance falloff
Intro sequences for the first seconds of every session

HollowScript when you need it

The Code workspace is a real multi-file script editor with tabs, diagnostics, completion and starting templates. Press Run and it executes instantly in a sandbox, with a live Problems list and a searchable Reference of exactly what your project can do. Scripts only get the capabilities you grant in Setup: entities, variables, audio, logic. Nothing else.

Runs instantly in a sandbox, no Preview required
Granted capabilities, checked before a script runs
Autosaves as you type, with a console in Preview too
RulesWhen, if, then
HUD widgets7, with anchor and scale
ScriptingHollowScript, capability-gated
Game dataItems, quests, dialogue
Docs: Logic rules Next: Multiplayer
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