Scene objects can be used to add information to the game objects in your scenes.
Add content information like names, descriptions, icons or portraits. This can be used to name NPCs, doors leading somewhere or any other kind of game object.
HUDs and dialogues can display the information.
Scene object types are used to organize and filter scene objects and can add additional type information to them.
They’re set up in Game > Scene Object Types.
Scene object types can change the cursor texture while the cursor is over a game object with a scene object of the type attached.
A scene object’s own cursor changes will overrule the type’s cursor changes.
Scene object types can automatically add Object Variable components to the game objects they’re added to (via the scene object using the type).
This also allows setting the object ID for the variables (or use them in local mode) and initialize default values.
Scene objects can optionally overrule this with their own object variables settings.
You can add portraits to your scene object types. Portraits can be shown by HUDs and dialogues.
A scene object can overrule the portraits of it’s scene object type by defining a portrait for the same portrait type.
Custom text codes can be used to add customizable information to the texts of scene objects and scene object types (e.g. name or description), or dialogues that use a speaker with a scene object.
A scene object’s and scene object component’s own custom text codes will overrule the type’s text codes.
Scene objects are used to add information to game objects in your scenes using a Scene Object Component.
They’re set up in the ORK Framework editor in Game > Scene Objects.
Scene objects can change the cursor texture while the cursor is over a game object with it attached.
This will overrule overrule the scene object type’s cursor changes.
Scene objects can overrule their scene object type’s object variables settings and automatically add Object Variable components to the game objects they’re added to.
You can add portraits to your scene objects. Portraits can be shown by HUDs and dialogues.
A scene object component’s own custom text codes will overrule the scene object’s and scene object type’s text codes.
Scene object information can be added to game objects using a Scene Object Component.
Once that information is attached to the game object, it can be used by different features, e.g.:
You don’t need to set up scene object data for each game object in your game that needs information – only for each game object that needs different information.
Your game has wooden and metal doors. A scene contains 5 doors, 3 wooden and 2 metal doors.
You’ll need 2 different scene objects – one with the wooden door information (e.g. name Wooden Door) and one with the metal door information (e.g. name Metal Door).
As you can see in this example, all game objects that share the same information can use the same scene object. On the other hand, if you need individual information on game objects, you need to set up individual scene objects for them.
Your game has 3 unique NPCs named Red, Green, and Blue. You’ll need to set up scene objects for all 3 of them.
You can add additional text codes to scene object components.
The component’s text codes will overrule text codes defined in scene objects or scene object types, i.e. defining the same text code with a different value will use the value from the component.
This can be used to individualize parts of the scene object information.
Your game’s doors from before (wooden and metal) display additional information about where they’re leading to using text codes.
The wooden door‘s name is Wooden Door to <destination> and the metal door‘s name is Metal Door to <destination>.
The scene object components adding the scene object to game objects in your scene add a text code for <destination>, defining the name of the destination. E.g. a wooden door with the <destination> text code Inn will display Wooden Door to Inn.
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