Strategy Guide - Guide for Dream Studio
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This is the Dream Stud!o Giga-FAQ (well, eventually) v0.2
By Mark Green
Email address for submissions/comments:
mark [at] antelope [dot] demon [dot] co [dot] uk
The latest version of this FAQ will always be available from
http://www.gamefaqs.com.
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wwwwwwwwwww If the block of characters on the left has a straight
mmmmmmmmmmm right-hand edge, you are using a monospaced font.
iiiiiiiiiii This FAQ looks far better viewed in a monospaced font.
OoOoOoOoOoO Use EDIT, DOS TYPE, the Netscape text viewer, or MORE
12345678901 to view this file.
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----------------------------------------------------------------------
******************************* INDEX ********************************
----------------------------------------------------------------------
INTRODUCTION
QUESTIONS THAT ACTUALLY HAVE BEEN FREQUENTLY ASKED
TUTORIAL SECTION
REFERENCE SECTION
R1 General Notes
R1.1 Editor modes
R1.2 Dialog structure
R1.3 Text entry
R1.4 Safety lines
R1.5 Start Menu
R1.6 Game properties
R1.7 HSV Colour
R1.8 File types
R2 Opening/Setup
R2.1 Create A Game
R2.2 Play A Game
R2.3 Options
R2.4 Internet
R3 World Editor
R3.1 Basic operation
R3.2 Objects
R3.2.1 Creating Objects
R3.2.2 Editing Objects
R3.2.3 Object Properties
R3.2.4 Action Properties
R3.2.5 Ambient behaviour properties
R3.3 Maps
R4 Scenario Editor
R4.1 Book
R4.2 Sheet
R4.2.1 Condition Editor
R4.2.2 Spark control
R4.3 Script
R4.3.1 Script editor basics
R4.3.2 Event list
R4.3.2.1 Messages track events
R4.3.2.2 Hero track events
R4.3.2.3 Object track events
R4.3.2.4 Camera track events
R4.3.2.5 BGM track events
R4.3.2.6 Sound FX track events
R4.3.2.7 Letterbox track events
R4.3.2.8 Map track events
R4.3.2.9 Special text track events
R4.3.2.10 Vibration track events
LIBRARY INDEXES
L1 - Model Library
L2 - SFX Library
L3 - Sample game library
L4 - Map Library
L5 - BGM library
L6 - Human action library
CREDITS
----------------------------------------------------------------------
**************************** LEGAL BITS ******************************
----------------------------------------------------------------------
Neither the author of this FAQ, nor any person who distributes it in
any way, shall be responsible or liable for anything that results from
using this FAQ for any purpose, including but not limited to
damage to your Dreamcast, controllers, hands, eyes, or sanity
(which may be oddly likely with this title).
This FAQ may be freely distributed provided that it is kept unmodified
and in its entirity. This FAQ may not be sold, or included as part
of a publication that is sold, without the author's express
permission.
Dream Studio is (c) Sega Enterprises, 2000. The use of any trademarks
within this FAQ is not intended to represent a challenge to their
validity.
----------------------------------------------------------------------
***************************** INTRODUCTION ***************************
----------------------------------------------------------------------
Dream Studio is an 3D adventure creation tool for the Dreamcast. It
allows the creation of fully 3D interactive adventure-style games.
Although it does not have hard-wired systems for magic or combat,
these can be added using the condition and scripting language included
within it.
Dream Studio is an intensely complex piece of software, and this
FAQ attempts to unravel it. This first version of the FAQ is
extremely incomplete, but I have posted it so people can get an
initial flavor of what's being found out. It will be updated as I
find out more.
The FAQ is divided into sections:
TUTORIAL SECTION - A walkthrough-style introduction to Dream Studio.
REFERENCE SECTION - A reference to each part of the tool.
LIBRARY INDICES - List of all items available in the libraries on
the GDROM.
----------------------------------------------------------------------
******** QUESTIONS THAT ACTUALLY HAVE BEEN FREQUENTLY ASKED **********
----------------------------------------------------------------------
IS DREAM STUDIO COMING OUT IN AMERICA/EUROPE?
Sega has made no statement on this as yet.
CAN YOU USE DREAM STUDIO IF YOU DON'T KNOW JAPANESE?
When this FAQ is finished, I hope so. :)
CAN YOU USE DREAM STUDIO TO MAKE A GAME IN ENGLISH?
Yes. The "Romaji" alphabet is the Japanese name for the English
alphabet, so you can use this for all your dialogs and messages.
The only pieces of text you cannot change are the options on the
start menu, and the error that appears if a string entry prompt
is used and the user types a value that isn't recognised. You
may find some dialog boxes are a little small for English messages,
though, because Japanese is more compact than English in general
(because of Kanji).
DOES DREAM STUDIO WORK WITH THE DREAMCAST CDX?
I don't know - if you do, please tell me.
DOES DREAM STUDIO WORK WITH AMERICAN/EUROPEAN DC KEYBOARDS?
I don't know - if you do, please tell me.
WHAT BATTLE SYSTEM/MAGIC SYSTEM DOES DREAM STUDIO USE?
It doesn't have one wired in. You can make one yourself by using
the Sheet system although it can be quite a lot of work. Many
Japanese authors are writing battles using the QTE system from
Shenmue; it is also possible to do FF7 menu-driven battles although
it will take a lot of memory.
CAN YOU TRANSFER THE GAMES YOU MAKE TO THE PC?
If you have an HKEMS memory card you can transfer files to the PC and
upload and download them, but you can't play Dream Studio games on the
PC.
CAN SOMEBODY WHO DOESN'T HAVE DREAM STUDIO PLAY THE GAMES I MAKE?
No. There is, AFAIK, no runtime version of Dream Studio. All your
players must have full copies of Dream Studio. Although it's
possible that Sega could stick a runtime version on a magazine
coverdisc...
CAN I STOP OTHER PEOPLE LOADING MY GAMES INTO THE EDITOR?
No. There's no facility for doing this.
----------------------------------------------------------------------
*************************** TUTORIAL SECTION *************************
----------------------------------------------------------------------
$ T1 Setting up and getting a game started
-------------------------------------------
Open the GDROM case. (Open the left-hand half. For some reason, Sega
decided to put the disc in the side where it's not supported in the
case when the case is the right way up..) Hold the disc between thumb
and forefinger. Press the open button on your.. Ok, you know all
this stuff, right? Ok, just meet me at the DS Main Menu. :)
Right. Hit the start button, then choose the first option (Create A
Game), then the second option (From the Beginning). Yep, we're going
to dive right in with this tutorial - most of the explanatory stuff
included on the disc is in Japanese and it'd take longer for me to
explain it in a seperate text file than it will for us to just wade
in. :)
A big screen of Japanese text pops up. Press A to get rid of it, then
A again to dismiss the next box (which is asking you to enter your
name), and then.. well, enter your name. Pull the left trigger twice
to get the Romaji (English) alphabet and use the joystick and A button
to enter your name. Go and have a quick peek at section R1.3 for all
the controls on the text entry box - really do, because we're going
to be using it a lot.
Once you've entered your name, hit START then A to quickly end the text
entry (you COULD have moved the cursor manually onto the bottom of the
menu and hit A, but this way's much quicker) and then A again to dismiss
the box (which is asking you to enter the title of your game), then
back to the text editor to enter the title. Call it whatever you
like at the moment.
You're now at another screen full of Japanese with a menu selection
at the bottom. Choose the right hand option. The system is asking
you to choose Beginner or Expert mode - and you're choosing Expert
mode. Why? Because all Beginner mode does is to remove options from
the menus that might be confusing. However, unless you're fluent in
Japanese, taking a few options away WON'T make the menus much less
confusing! ;) Also, if you're in Expert mode from the start, you
won't have to relearn all the menu locations.
And finally, you'll come to the model menu, to choose the model for
the hero of the game. Pick the first model offered, the standard
hero. Or, just to be PC, you can press Right on the digital joystick
to get the standard heroine. Or you can go wild and scroll up and
down the menus until you find a model you like - but it's important
that you make it human. (You can actually select a non-human object
as the hero, but it'll cause some things later on to not do what I'm
expecting.) Once you've found a model, select it with the A button.
And finally! After that long, long trip, you're finally in the
World Editor, looking at your hero standing in a lovely green glade.
$ T2 Beginning Editing
-----------------------
Right. Now we're in the Editor, let's get down and make some stuff.
Before we do, though, let's just take a quick look over the basic
items you'll be editing and how they're structured.
Dream Studio is divided into two halves: the World Editor and the
Scenario Editor. The World editor lets you edit the environment in
which your game will be taking place. The Scenario editor lets you
specify the events that actually take place in the game.
To break things down a bit further, here's what you can edit with
the World Editor: Maps, which are physical locations that make up
the game, and Objects, which are things that will be encountered
in those locations. So, a Map might be the Town of Arelin, the
Evil Wizard's Tower, or the Dungeon of Destruction. An Object
might be the town's armor shop, the evil wizard's treasure chest,
or the hero him/herself.
Now the Scenario Editor edits three things: the Book, which describes
the order in which things in the game take place; Sheets, which
describe when things happen, and what must take place in order for
story events to happen; and Scripts, which define what happens
on screen when an event in the plot occurs.
So, suppose you've got to go into the Wizard's Tower to retrieve his
treasure chest and give the treasure to the king to claim the Royal
Wand of Power. The Wizard's Tower is a map, and so is the king's
castle. The treasure chest is an object - and so are the Royal Wand
of Power, the king, the hero, and the wizard. The Book says that
once you've gotten the treasure chest, the king will give you the
Wand when you meet him. One Sheet says that if you go to a certain
place in the wizard's tower, you get the treasure chest, and another
says that if you go to a certain place in the palace, you meet the
king. And one Script shows the hero triumphantly raising the chest
above his head; another shows the King handing over the Wand, and
maybe there are others too that show the king dismissing the hero
for arriving without the treasure, or the battle between the hero
and the wizard's pet dragon.
----------------------------------------------------------------------
************************** REFERENCE SECTION *************************
----------------------------------------------------------------------
----------------------------------------------------------------------
$ R1 General Notes
----------------------------------------------------------------------
$ R1.1 Editor modes
-------------------
The Editor can operate in one of two modes: beginner or expert mode.
You are asked to choose which you want when you create a game and you
can change your mind while editing by going to the Game Properties
screen and changing the setting there.
Beginner mode and Expert mode are more or less the same except that
in Beginner mode certain options will be disabled or ghosted out.
Most of the menu translations listed here apply to Expert mode.
$ R1.2 Dialog structure
-----------------------
In diagrams of Dialog boxes and menus in this FAQ, the following notation
has been used:
___________ Text entry area; A button opens text entry (R1.3)
__________v Menu selection shown as a string: A button opens menu
!__Rx.x___! Dialog choice: A button opens dialog referred
to by indicated section of FAQ
<_________> Inline selection: use A to change to move
Inline toggle; A toggles, value shown is default
........... Safety line (R1.4)
-[]-------- Slider; left and right sets value
[ ] Command button; A button activates
On all dialogues, the B button will cancel your changes, and the START
button will move the cursor immediately to the OK button.
Most Dialogues in Dream Studio are divided into two parts: a Standard
section and an Advanced section. You can fold down the Advanced
section of any dialog by hitting the button in the lower right-hand
corner. ALL dialogues will then display their Advanced section until
you press the lower right-hand button on any dialog again.
The lower-right hand button will be ghosted and give an error sound if
you select it while the editor is in Beginner Mode.
In Dialog translations shown here, the Advanced part of the dialog
will be shown seperated from the basic dialog by a line looking like
this:
}================================{
$ R1.3 Text entry
-----------------
Many parts of Dream Studio require you to enter text. The text
entry system is as follows.
Use the digital joypad to move around and select letters from the
pad, and choose menu items from the menu on the right. The A button
selects letters and options. Letters are added at the point of the
cursor; the epsilon sign indicates the end of the string and cannot
be moved. The other buttons perform the following functions:
L Switch displayed character set (Hiragana/Katakana/Romaji/Dingbats)
X End of word (see below)
B Delete last character
R Insert carriage return (if appropriate)
Y Hold Y and move digital joystick left and right to move cursor
The menu is as follows:
Switch character set (same as L trigger)
End of word (see below - same as X)
Insert carriage return (if appropriate) (same as R)
Delete last character (same as B)
Delete current character
Cancel
Ok
Pressing START will immediately jump the cursor to the OK button on the
menu.
Note that when you're editing a Script, the Text Entry box will often be
preceded by a list of all strings already in the game (comments, object
names, other messages, etc). You can select one of these to reuse it. This
will help make your game smaller, since the game doesn't have to store the
same string twice.
If you are typing in Romaji (English), X inserts a space. If you are
typing in Japanese, then the last word you have entered will be highlighted
in yellow, and hitting the X button will cause the program to replace the
highlighted yellow kana with appropriate kanji or symbols. You can select
the kanji or symbol by hitting the B button repeatedly. Enter another
character to lock the selected kanji into place.
The character sets are as follows:
Hiragana
a i u e o ha hi fu he ho ga gi gu ge go
ka ki ku ke ko ma mi mu me mo za ji zu ze zo
sa shi su se so ya yu yo da ji zu de do
ta chi tsu te to ra ri ru re ro ba bi bu be bo
na ni nu ne no wa xx xx wo n pa pi pe pe po
*a *i *u *e *o *tsu *ya *yu *yo *wa ? ! - , .
Katakana (more or less the same)
Romaji
A B C D E F G H I J K L M
N O P Q R S T U V W X Y Z
a b c d e f g h i j k l m
n o p q r s t u v w x y z
0 1 2 3 4 5 6 7 8 9 @ ; :
+/- + - * / = /= < > <= >= , .
$ R1.4 Safety lines
-------------------
The term "safety line" will be used several times in this FAQ. A
safety line is a line of hyphens appearing on a menu as an option. It will
do nothing when selected other than produce an error beep. The only
reason for it is to seperate dangerous menu options (like Delete) from
the rest of the menu.
$ R1.5 Start Menu
-----------------
Hitting the Start Button anywhere in the editor will give you this menu:
---------------
ÝPlaytest game Ý
ÝSwitch editor Ý(World Editor to Scenario Editor or back)
ÝReset game Ý
ÝGame PropertiesÝ
ÝExit to title Ý
ÝFile menu Ý
---------------
PLAYTEST GAME: Takes you into the playtesting mode to try out your game.
If you are in Expert Mode, you will get a submenu:
---------------
ÝFrom here Ý
ÝFrom this sheetÝ
ÝFrom the cursorÝ
---------------
"From here" starts the game from the current state of the editor.
"From this sheet" can only be used if you pressed start from a Sheet in
the Scenario Editor, and causes the sheet to trigger immediately.
"From the cursor" can only be used if you pressed start from a Script in
the Scenario Editor, and causes the script to run from the place where
the pointer was. In Beginner mode, "From here" is selected automatically.
During playtesting, pressing Start gives:
----------------
ÝPlay On Ý
ÝReturn to EditorÝ
----------------
You cannot save or load games while playtesting. If you "Return to
Editor" while in the middle of an event, a warning is shown that this may
leave the game in a weird state if you return from the editor again.
Choose the left option to edit anyway, right option to return to pause
menu.
Note that changes made to the map in the course of play WILL be reflected
in the editor. For example, if you start the game and move the hero a bit
to the left, he will remain there when the editor is restarted.
GAME RESET: Restores the game back to its initial state, undoing any
changes made by playtesting (or by the "Alter Current Position" option
in Expert Mode). In Expert mode, you get a submenu:
-------------------------------
ÝReset everything except the mapÝ
ÝReset everything Ý
-------------------------------
"Reset everything except the map" will reset all your sheets and
stati but not the map. "Reset everything" will reset the map objects
as well. "Reset everything" is the default if you are in Beginner
mode.
GAME PROPERTIES: Game Properties will take you to the Game Properties
screen (R1.6).
EXIT TO TITLE: Returns you to the main menu of Dream Studio, asking if
you're sure first.
FILE: Gives a submenu:
----
ÝSaveÝ
ÝLoadÝ
----
Which is self explanatory.
$ R1.6 Game properties
----------------------
-----------------------------------------
ÝGame Title _________________Ý
ÝAuthor's name _________________Ý
ÝHero !_____R3.2.3____!Ý
ÝHero's initial location {map name} Ý
Ý x: *** y: *** Ý
ÝEditor mode <_______________>Ý
Ý[OK] Ý
-----------------------------------------
GAME TITLE: The name of your game.
AUTHOR'S NAME: Your name.
HERO: Takes you to the Object Properties sheet for the hero. The
text shown is the Hero's name.
HERO'S INITIAL PLACEMENT: Where the hero starts the game. The
World Editor will be started to allow you to specify the location.
EDITOR MODE: Beginner or expert mode; see R1.1.
$ R1.7 HSV Colour
-----------------
Dream Studio uses the HSV system for determining colours. Under
this system, a colour is made by mixing a pure light colour with a
base grey, rather than mixing together red, green and blue. Each
colour is defined by the following properties:
HUE: The actual base colour involved in the mix. Varies based on the
position of the colour in the EM spectrum: reds are low, blues are
high.
SATURATION: How much of the base colour is mixed in with the base
gray. 100% is pure base. 0% is pure grey.
VALUE: How bright the base grey is.
$ R1.8 File types
-----------------
Dream Studio manipulates two types of files: actual games that you
have written, and files that represent a point of progress within a
game. The latter type are called "saved games" by most games, but
using this terminology in Dream Studio is not appropriate, since it
could be confused with a game that you have written and saved.
Hence, Dream Studio and this FAQ refer to a file containing an
actual game definition as a "saved game", and a file containing a
point of progress within a game as a "saved PLAY".
----------------------------------------------------------------------
$ R2 Opening/Setup
----------------------------------------------------------------------
The Opening Menu is as follows:
-------------
ÝCreate A GameÝ
ÝPlay A Game Ý
ÝOptions Ý
ÝInternet Ý
-------------
$ R2.1 Create A Game
--------------------
After selecting the Create A Game option, a menu will appear:
---------------------
ÝEdit an existing gameÝ
ÝMake a new game Ý
---------------------
If you choose "Edit existing game", you will go to the file
management screen to load the game you want to edit.
If you choose "Make a new game", a series of prompts will
appear:
- First, the game asks you to confirm that you really want to make
a new game from scratch. Press A to confirm or any other
button to back out.
- You're then asked for your name.
- You're then asked for the title of your game.
- You're then asked to select the initial mode of the editor: the
left option is beginner mode, the right option is expert mode.
- Finally, you're asked to choose the initial model for the hero
object from the model library. Once you've done so, you'll pop
straight into the World Editor. (Yes, you can choose *any*
object from the library, so if you want to write "The adventures
of a Dungeon T-Piece", go ahead.)
$ R2.2 Play A Game
------------------
After selecting to Play A Game, a menu will appear:
-----------------
ÝLoad a saved playÝ
ÝPlay a new game Ý
-----------------
If you choose "Load a saved play", you will go to the file management
screen to load your play. Note that the GD-ROM disc will not be
available as saved plays can't go there.
If you choose "Play a new game", you will go to the file management
screen anyway, to load the game file that you want to play. The GD-ROM
will be available.
Once you have chosen, you will begin to play the game as normal. The
analogue joystick controls your character and the digital one moves
the camera. The effect of other buttons is dependant upon the game
design. Pressing START will lead you to a menu:
---------
ÝPlay on Ý
ÝSave playÝ
ÝLoad playÝ
ÝMain menuÝ
---------
$ R2.3 Options
--------------
There are only two options:
-----------------------
ÝSound <___________>Ý
ÝVibration <___________>Ý
-----------------------
Sound is Mono if the second character is a single line, Stereo
otherwise. Vibration is On if the string is 4 characters long, Off if
it is 5.
$ R2.4 Internet
---------------
I don't know the details of this bit.
----------------------------------------------------------------------
$ R3 World Editor
----------------------------------------------------------------------
$ R3.1 Basic operation
----------------------
The World Editor is used to place objects within your game world for
the player to interact with.
The controls for the World Editor are:
Digital Stick Move camera
Analogue Stick Move object cursor
L Zoom in
R Zoom out
A Open object selection menu (see below)
B Cancel (does nothing by default)
X Movement axis shift (allows the analogue stick
to move the object cursor in the Y axis (up and
down) rather than in the X and Z axes (along
the ground))
Y Open map menu
The top of the screen will show "energy bars" indicating the
amount of memory you have used overall and how near you are to exceeding
the object limit for the map.
Note: When a map is first loaded, the Dreamcast loads the objects one
at a time. The map will slowly fill itself in as the objects are
loaded, and the Map limit bar will slowly rise. If you start
Playtesting while the Map is still loading, the "Now Loading" box will
appear until it's caught up.
Most of the controls are self explanatory. The object selection menu
shows all objects in range of the cursor. Use the joystick to select
an object to edit - the cursor will jump onto the selected object as
you do so. The bottom option (in a different colour) will create a new
object. If there are no objects in range of the cursor when you press
A, you will automatically create a new object.
$ R3.2 Objects
---------------
$ R3.2.1 Creating Objects
--------------------------
To create an object, hit the A button when there is no object near
the cursor, or hit the A button and choose the bottom option from the
menu of objects.
When you create an object, you will first be asked to choose the
model for the object (L1). You will then go to the Object Properties page
(R3.2.3). When you finish there, you will return to the menu with the object
highlighted in the cursor. You can then place your object on the map by
moving the cursor and hitting A to actually put the object in place.
If you want to place more than one, continue moving the cursor and hitting
A to create copies. When you're finished placing, press B. While placing
an object, you can rotate the object by holding down X and pressing the
triggers.
$ R3.2.2 Editing Objects
-------------------------
To edit an object, hit the A button when near that object and then
select that object's name from the list of objects that appears.
The edit menu will then appear:
-------------------
ÝObject Properties Ý
ÝObject Position Ý
ÝCurrent Position Ý (Expert mode only)
ÝCopy Ý (See below)
ÝCopy to another mapÝ (See below)
Ý...................Ý
ÝDelete Ý (See below)
-------------------
Note that the Copy and Delete options do NOT appear if the object you
selected is the hero.
OBJECT PROPERTIES will open the Object Properties sheet (R3.2.3).
OBJECT POSITION will allow you to place the object again as you did when
creating it (R3.2.1).
CURRENT POSITION will allow you to move the object, except that the
position isn't retained after a reset or saved in the game; you will move
the object just as if it had been moved by the player or by a script in
the game.
COPY lets you place a copy of the object.
COPY TO ANOTHER MAP is self explanatory.
DELETE will get rid of the object.
$ R3.2.3 Object Properties
---------------------------
The object properties sheet is as follows:
---------------------------------------------------------
ÝObject name ____________ | Picture of Ý
ÝObject model !____L1____! | Object Ý
ÝMood ___________v | Use L and R to Ý
ÝScheme ___________v | rotate Ý
ÝBehaviour ____v ---------------------------Ý
ÝLeft Arm ___________v Right Arm ____________vÝ
Ý[OK] [ADVANCED]Ý
}========================================================={
ÝVisibility Animation Pose Lock Ý
ÝColour ___v Ý
---------------------------------------------------------
OBJECT NAME: This is the name the object will appear with in menus
and the editors. By default this is the same as the name of the model,
but you'll probably want to change it to something in English.
OBJECT MODEL: The model used for the object.
MOOD: May be ghosted if inapplicable for the model. The mood of the
character represented by the object. Choose from normal, angry, happy,
etc. They are clearly pictured on the screen so there is no real need
for translation.
SCHEME: May be ghosted if inapplicable for the model. Pick one of up
to four colour schemes for the object.
BEHAVIOUR: Gives you a submenu:
-----------
ÝAction Ý(takes you to Action Properties R3.2.4)
ÝStand stillÝ(all three other options take you to Ambient
ÝRoam Ý Behaviour Properties R3.2.5)
ÝFollow Ý
-----------
Ghosted if the object is the hero; you CAN make the hero do fixed
behaviours, but only in scripted events.
LEFT ARM, RIGHT ARM: May be ghosted if inapplicable for the model.
Allows you to choose what item the character is holding in its left or
right hand. Choose from either "items" section of the Model Library.
VISIBILITY: Controls if the object will be visible or not. If you
set this OFF, the object won't be visible until a script makes it become
so. This is necessary to create effects, since scripts cannot add
objects to the scene; you must place the objects in advance and then the
script can make them visible. This option will be ghosted if the object
is the hero.
ANIMATION: Controls if the object's ambient animation (based on its
Action) will run or not.
POSE LOCK: Controls if the object's turning and other behaviour will be
automated. If OFF, the object will turn to face the player when an
event triggers, turn the way it's moving, etc. If ON, it will remain
constantly facing the same way and in the position you specify unless it's
altered by a script.
COLOUR: The base colour of the object.
$ R3.2.4 Action Properties
---------------------------
This window is used to control the action taken by an object. It is
as follows:
--------------------------
ÝAction select _________v Ý
Ý# repeats -[]------- Ý(max left is infinate)
ÝReverse ani Ý
Ý[OK] [ADVANCED]Ý
}=========================={
ÝSpeed -[]------- Ý
ÝReturn EquipmentÝ
ÝFace Sound Ý
ÝFreeze pose Ý
ÝFrame select -[]------- Ý
--------------------------
ACTION SELECT: Choose an Action from the Action Library (L5). If
the model isn't human the set of actions might be different.
# REPEATS: How many times the action should be repeated. The
maximum left value repeats infinately.
REVERSE ANI: If ON, the animation is played backwards.
SPEED: Sets the speed of the animation.
RETURN: My appoximate translation is "Completion Return", but
I haven't tested what this does yet.
EQUIPMENT: My approximate translation is "Equipment Display",
but I haven't tested what this does yet.
FACE: My approximate translation is "Facial Expression", but
I haven't tested what this does yet.
SOUND: My approximate translation is "Sound Effects", but I
haven't tested what this doe syet.
FREEZE POSE: If selected, the animation will be frozen.
FRAME SELECT: Select which frame from the animation is frozen.
Use these controls to create original static poses by pinching them from
action animations.
$ R3.2.5 Ambient behaviour properties
--------------------------------------
--------------------------
ÝBehaviour _________v Ý
Ý[OK] [ADVANCED]Ý
}=========================={
ÝAction !_R3.2.4_v!Ý
ÝSpeed -[]------- Ý
Ý[Area] Details of Ý
Ý area Ý
ÝMove type __________vÝ
ÝLeader __________vÝ
--------------------------
BEHAVIOUR: Choose one of these three:
-------------
ÝStand still Ý
ÝRoam Ý
ÝFollow Ý
-------------
(Note: I'm not sure what the difference is between having "Stand Still"
selected here (and hence in R3.2.3) with an Action selected, and having
"Action" selected in R3.2.3).
Stand Still keeps the character still. Roam causes the object to
wander around randomly inside the assigned area. Follow causes the
object to follow another whenever that other object is within the
assigned area.
ACTION: Takes you to Action Properties R3.2.4 to set the action the
object performs during the behaviour.
SPEED: How fast the behaviour is performed.
AREA: Takes you to the World Editor to specify a circular area in which
the behaviour is appropriate. Use the X button and the triggers to
change the diameter of the area. If you leave the diameter at 0, as it
is by default, the behaviour will apply to the entire map.
MOVE TYPE: Two options:
---------------
ÝOn the ground Ý
ÝThrough the airÝ
---------------
Ghosted if Behaviour is Stand Still.
LEADER: Choose the object that will be followed. Ghosted unless
Behaviour is Follow.
$ R3.3 Maps
-----------
Hitting Y in the World editor brings up the list of maps. The
current map is shown in Red; the lowest option, marked with squares,
creates a new map.
If you select the current map, the following menu appears:
------------------
ÝMap properties Ý
ÝCopy map Ý
Ý..................Ý
ÝDelete all objectsÝ
------------------
If you select a map that is not current, you get the following
menu:
----------------------------------
ÝMake map current Ý
ÝMake map current + edit propertiesÝ
ÝCopy map Ý
Ý..................................Ý
ÝDelete map Ý
----------------------------------
Most of these are self explanatory. The map properties sheet is
as follows:
------------------------------
ÝName ________Ý
ÝBGM !__L5__!Ý
ÝSky !__L6__!Ý
ÝLighting !R3.3.1!Ý
Ý[OK] [ADVANCED]Ý
}=============================={
ÝAnimations Ý
ÝSounds Ý
ÝColour ___v Ý
ÝFogging !R3.3.2! Ý
ÝSpotlight 1 !R3.3.3! Ý
ÝSpotlight 2 !R3.3.3! Ý
ÝSpotlight 3 !R3.3.3! Ý
------------------------------
Name: Name the map. That's all. By default it's named after the
Model map it was created from, but you probably want to rename
it in English.
BGM: Backing music of the map. Choose from a BGM Properties
window.
Sky: Choose one of several sky designs for the map, from the Sky
Library.
Lighting: Choose one of several lighting conditions (which are shown
as you select them, so aren't translated directly), or choose the
top option to make your own. This leads to a window:
--------------------
ÝAMBIENT LIGHT Ý
ÝHue -[]-----Ý
ÝSaturation -[]-----Ý
ÝValue -[]-----Ý
Ý Ý
ÝHERO'S LIGHT Ý
ÝHue -[]-----Ý
ÝSaturation -[]-----Ý
ÝValue -[]-----Ý
ÝX ofs -[]-----Ý
ÝY ofs -[]-----Ý
ÝZ ofs -[]-----Ý
Ý[OK] Ý
--------------------
Animations: Turn on or off the landscape's ambient animation (water
flowing, etc).
Sounds: Turn on or off the landscape's ambient sounds.
Colour: Change the base colour of the map.
Fogging: Change the depth of fog. The menu is:
--------
ÝCustom Ý
ÝSlight Ý
ÝHeavy Ý
ÝPea soupÝ
ÝModerateÝ
ÝEvening Ý
--------
Custom leads to the following window:
-------------------
ÝHue -[]-----Ý
ÝSaturation -[]-----Ý
ÝValue -[]-----Ý
ÝDistance -[]-----Ý
Ý[OK] Ý
-------------------
Spotlights 1-3: Add up to three special lights to the map. The
window is as follows:
--------------------
ÝLocation [______]Ý
ÝLit Area -[]-----Ý
ÝHue -[]-----Ý
ÝSaturation -[]-----Ý
ÝValue -[]-----Ý
Ý[OK] Ý
--------------------
----------------------------------------------------------------------
$ R4 Scenario Editor
----------------------------------------------------------------------
Ahhhh..... Now *this* is the big one. This editor is used to specify
how you want your characters in the game to behave; essentially, to
write the plot of your game.
The scenario of the game consists of three sections: one Book, and
some number of Sheets with attached Scripts.
A Script specifies a series of actions which occur (objects moving,
effects, messages, etc.). Effectively it specifies an FMV, although
it can include user interaction.
A Sheet specifies the conditions under which an event occurs (eg,
when you talk to someone, hit an object, etc.)
The Book specifies how Sheets link to each other.
Throughout the Scenario editor the controls are as follows:
Analogue/Digital Move pointer
A Click
X Pan view
L Zoom view
R Unzoom view
B Cancel
Y Switch active map
$ R4.1 Book
-----------
When you first enter the Scenario editor, the screen will display
the Book. The Book consists of a number of sheets (square items)
linked together by lines.
You create Sheets using the Book in order to create events in the
game. You control the flow of events in the game by linking the
Sheets together.
Each sheet has four "input" points at the top, and four "output"
points at the bottom; you connect input points to output points and
vice versa. "Sparks" are sent along the connections; they are send
from output points to input points. (You can't input or output
values from sheets as you can in a programming language. Yes,
"sparks" are really just binary values, but it's a nicer name. :) )
For a sheet to activate, it *must* recieve a spark on one of its
inputs. A sheet that has none of its inputs connected will never
activate. A sheet that has recieved and accepted a spark is said
to be "ready". Ready sheets are shown in the Book editor with a
red box around them.
The sheet itself may then have an extra condition that needs to be
met in the game. When that condition is also met, the sheet "fires",
its associated script runs, and it will generate a spark on its left-
hand output (unless something in its script makes it generate it
somewhere else). A single output can be connected to several places,
in which case it sends a spark on all its connections. An input can
also have several things connected to it; how these are dealt with is
looked at in the Sheet section.
There are two special sheets in the book at the start: the Start
sheet (S) and the End sheet (E). The Start sheet has a single output
which will generate a spark as soon as the game begins. The End
sheet has a single input; if it ever recieves a spark the game ends
and Dream Studio returns to either the editor or the main menu.
(NOTE: The start sheet generates a spark only when the game is
started for the first time - remember that Playtesting doesn't
restart the game! So if you change any connections to the Start
sheet, you must do a Game Reset for the connected sheets to recieve
their spark.)
To create a new sheet, click in any empty space. To link sheets
together, click and HOLD on one of the input/output ports of a sheet
and drag the connection to the port you want to connect it to.
When you click on a sheet, you'll get the following menu:
-----------
ÝEdit ScriptÝ (Expert mode only)
ÝEdit Sheet Ý
ÝCopy Ý
ÝMove Ý
Ý...........Ý
ÝDelete Ý
-----------
Edit Script and Edit Sheet take you to the appropriate editors.
Copy and Delete are self explanatory; move will let you move the
sheet around on the book display (which you can also do by holding
down A on it and dragging)
{Obligatory moan from me: WHY couldn't they have made it so that
the output spark is generated by default from the output opposite the
input that activated the sheet? That would have made reuse SO
much easier..}
$ R4.2 Sheet
------------
The sheet editor looks like this:
[INPUT] [INPUT] [INPUT] [INPUT] |[COMMENT] |
|______________|
--------------- -------------- | |
|[CONDITION|Icon| | [SCRIPT | | |
|EDITOR] -----| | EDITOR] | | |
| | | | | |
|Condition | |Mock-up of | | |
|stated | |Script editor | | |
| | |(doesn't show | | |
| | |actual script)| | |
--------------- -------------- | |
| |



