MenuForum NavigationForumActivityLoginRegisterForum breadcrumbs - You are here:ForumAres Alpha: Mobile AppQR-Triggered Map Icons with Condi …Post ReplyPost Reply: QR-Triggered Map Icons with Conditional Visibility <blockquote><div class="quotetitle">Quote from Guest on June 30, 2025, 9:26 am</div><p data-start="221" data-end="418">I would like to request a feature that allows event organizers to link physical QR-coded objects to dynamic map icons in the Ares Alpha app, enabling a wide range of interactive gameplay mechanics.</p> <h3 data-start="420" data-end="440">Feature Concept:</h3> <p data-start="441" data-end="725">Organizers should be able to place physical objects in the field—each with a unique QR code—and link them to specific map icons. When a player scans the QR code, the associated icon should disappear from the map, and new icons can optionally appear based on how the event is designed.</p> <h3 data-start="727" data-end="745">Core Features:</h3> <ul data-start="746" data-end="1248"> <li data-start="746" data-end="875"> <p data-start="748" data-end="875"><strong data-start="748" data-end="772">QR-Linked Map Icons:</strong> Each QR code is tied to a map icon representing an objective, point of interest, or item in the field.</p> </li> <li data-start="876" data-end="1013"> <p data-start="878" data-end="1013"><strong data-start="878" data-end="901">Dynamic Visibility:</strong> Only icons relevant to the player’s current task are shown. Once the linked QR is scanned, the icon disappears.</p> </li> <li data-start="1014" data-end="1134"> <p data-start="1016" data-end="1134"><strong data-start="1016" data-end="1042">Conditional Unlocking:</strong> Scanning a QR can trigger new map icons to appear, allowing for flexible progression logic.</p> </li> <li data-start="1135" data-end="1248"> <p data-start="1137" data-end="1248"><strong data-start="1137" data-end="1166">Optional Branching Logic:</strong> Scans can unlock different objectives or side missions based on predefined paths.</p> </li> </ul> <h3 data-start="1250" data-end="1288">Example Use Case (Not Limited To):</h3> <p data-start="1289" data-end="1613">Teams could be assigned multiple objectives, starting close to their base and expanding outward. As they complete (scan) each objective, new icons appear—eventually guiding them toward other teams. This approach can create a natural progression through the game area while maintaining mission structure and player immersion.</p> <h3 data-start="1615" data-end="1640">Broader Applications:</h3> <ul data-start="1641" data-end="1788"> <li data-start="1641" data-end="1669"> <p data-start="1643" data-end="1669">Progressive mission chains</p> </li> <li data-start="1670" data-end="1703"> <p data-start="1672" data-end="1703">Puzzle or scavenger hunt events</p> </li> <li data-start="1704" data-end="1742"> <p data-start="1706" data-end="1742">Unlocking bonus items or side quests</p> </li> <li data-start="1743" data-end="1788"> <p data-start="1745" data-end="1788">Triggering narrative elements or audio cues</p> </li> </ul> <h3 data-start="1790" data-end="1803">Benefits:</h3> <ul data-start="1804" data-end="1969"> <li data-start="1804" data-end="1858"> <p data-start="1806" data-end="1858">Supports diverse event styles, from milsim to casual</p> </li> <li data-start="1859" data-end="1902"> <p data-start="1861" data-end="1902">Keeps player maps uncluttered and focused</p> </li> <li data-start="1903" data-end="1969"> <p data-start="1905" data-end="1969">Enables complex mission flows without requiring manual oversight</p> </li> </ul> <p data-start="1971" data-end="2104">This flexible system would greatly enhance gameplay design and improve immersion for a wide variety of events run through Ares Alpha.</p></blockquote><br> Cancel