The Super Action Pack Template… and How to Use it
To inspired you and make it easier to use some of the advanced features of Hive Mechanic, we created the “Super Action Pack” template. In essence, we made several demos and packed them into a template that you can also use to create your own activities. To get started:
- Read through the “inspiring ideas” section below for ideas, or to find something you want to try.
- Watch our video (coming soon) that tells you how to try out one of these demos in Hive Mechanic
When you’re done with those steps, head on over to our Mini Tools and Tactics for Engagement page to be inspired further on how to get participants to try your activity!
Inspiring ideas and working demos:
Demo #1: Audio callback (ring, ring!)
What if the game calls you back? This sequence shows how a text message might result in the game calling the participant. (A showcase of the Voice Message Card.)
Demo #2: Split up clues or messages between players
What if each participant received a different clue, and they had to work together to solve a puzzle? (A showcase of the Branch Card.)
Demo #3: Randomize your dialogue to stay fresh
What if… _____________This sequence shows how to use the Branch Card to give players a random message from a set. This is useful for giving out random clues or for keeping dialogue with players fresh by providing multiple text options.
Demo #4: Detect an incoming photo or multimedia message
What if… _______This sequence shows how a game might ask a player to send in an image. Not all players will be comfortable sending in images, so remember to let them know that they can opt out. This sequence showcases how the Response Contains Image Card can be used.
Demo #5: Track points and use variables for basic math
This sequence shows how a game can keep track of numbers like pointers or scores, and use arithmetic on them. This sequence makes heavy use of Variables, the Set Variable Card, and the Arithmetic Operator Card. It also showcases how the Process Response Card can be used to facilitate complex processes for your activity.
Demo #6: Save a comment or participant answer to a question
What if you want to save a comment, suggestion, or answer to a question from a participant? This sequence shows how the activity can save the text of an SMS message the player sends to the activity. Showcased here is the Set Variable Card. These messages are then saved in the player data in the backend of Hive Mechanic and are accessible by those with access to the Admin Side of Hive.
Demo #7: Watch for special keywords at all times
This sequence shows how an interrupt can be used to change to a card or sequence at any time. The Interrupt Keywords can be set in the activity settings and linked to their own, separate sequence within your activity.
Demo #8: Answer an incoming voice call
This sequence shows how a player can call into an activity at the start for a welcome or to be given options to respond on call. The Voice Message Card is showcased here using it’s built-in process response function to take player input during the phone call.
Demo #9: End a play session/game
What if the activity is over? For participants to return and start over, you should use the Game Over Card.
Additional sequences in the demo:
- Welcome to the Template: an overview message
- Main Sequence: This is our main menu — which we use to send players to the right demo. [add instructions here for what the keywords are]
- Consume Incoming Response: this optional sequence shows one way to ignore the first text message you receive, in case you don’t want it.
How to PLAY/TRY a specific demo
How to use the template to make your own things
A video showing how to use the Super Action Pack Template will be uploaded here soon…