Biome Manager

v1.1.0

Visual Scripting

Every Biome Manager interaction as a Game Creator 2 node - 31 in total.

All nodes live under the Biome Manager category, grouped into Biomes, Weather, Requirements, Discovery and UI. The demo scenes are built exclusively from these nodes — zero custom scripts.

Instructions (12)

GroupInstructionEffect
BiomesUnlock BiomeUnlocks a biome; the barrier despawns and On Biome Unlocked fires
BiomesLock BiomeRe-locks a biome; barriers respawn and On Biome Locked fires
BiomesForce Enter BiomeApplies a biome's environment/weather/audio without zone entry
WeatherSet Biome WeatherTransitions to a specific weather profile (stops any schedule)
WeatherCycle WeatherSteps Next/Previous through the controller's Available Profiles
WeatherSet Weather TableStarts scheduled weather from a table; empty table stops it
RequirementsGrant RequirementGrants a requirement token to the player's database
RequirementsRevoke RequirementRemoves a granted token
DiscoveryMark Biome DiscoveredReveals a biome without a visit (e.g. bought a map)
UIShow Biome NotificationShows the toast UI for a biome
UIRefresh ProgressRefreshes / retargets the requirement progress panel
UIShow CompendiumShows, hides or toggles the biome compendium panel (1.1)

Conditions (7)

GroupConditionTrue when…
BiomesIs In BiomeTrue while the target is inside the given biome
BiomesIs Biome LockedTrue while the biome is locked
BiomesHas TagTrue when the current biome carries the given tag
WeatherCurrent Weather IsTrue when the active weather matches a WeatherType
RequirementsAll Requirements MetTrue when a biome's requirement set is satisfied
RequirementsHas RequirementTrue when the player holds a given token
DiscoveryIs Biome DiscoveredTrue when the biome has been discovered

Properties (4)

Property getters plug into any GC2 field — print the biome name into dialogue, drive a variable from unlock progress, show the discovery count in a stats screen.

PropertyReturns
Current Biome NameDisplay name of the biome the target is in (empty in the wilderness)
Current Biome IDGUID of the current biome
Unlock Progress0–1 progress toward a biome's unlock (granted / total requirements)
Discovered CountNumber of discovered biomes

Triggers (5)

Triggers are drag-and-drop components carrying a GC2 instruction list — no event wiring needed.

TriggerFires
On Biome EnterFires when a zone is entered (optional biome filter)
On Biome ExitFires when a zone is left
On Biome UnlockedFires when a biome unlocks (grant cascade or instruction)
On Biome LockedFires when a biome is re-locked
On Weather ChangedFires on weather profile changes (optional WeatherType filter)

Memories — Save & Load (3)

Add GC2 Remember components with these memories and the standard Save/Load instructions persist everything:

  • Biome Requirements — the player's granted token set (next to RequirementDatabase)
  • Biome Unlocks — the unlocked biome set (next to BiomeManager)
  • Biome Discovery — discovered biomes and visit counts (next to BiomeDiscoveryDatabase)

Common Patterns

Quest reward opens a region

Quest completion Actions → Grant Requirement (the region's token). The unlock cascade does the rest — barrier down, toast up.

Ambush only in the swamp at storm

Spawner condition: Is In Biome (Swamp) AND Current Weather Is (Storm).

Completion reward

On Biome Enter → compare Discovered Count against the total → grant an achievement when the whole map has been explored.

Story lockdown

A cutscene runs Lock Biome on the city district and Revoke Requirement for its pass — the player is physically walled out until the arc resolves.