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. ----------- 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. ----------- ---------------------------------------------------------------------- ******************************* 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)| | | --------------- -------------- | | | | |--------------| To edit the comment, point at the COMMENT bar and hit A. You type the comment using the standard text interface. You can also edit the name of the sheet by moving the pointer up to the "Sheet Name" entry in the status bar (not shown on the diagram above) and pressing A. To edit the condition, press on the Condition Editor box. The Icon shown in the Condition Editor box is the one that will be used to represent the sheet in the Book. It is determined by the nature of the Condition which will be looked at in R4.2.1. To edit the script, press on the Script Editor box. You will go to the Script Editor as described in R4.3. The four input boxes are used to edit the properties of input sparks. See R4.2.2. $ R4.2.1 Condition Editor ------------------------- When you first choose to set the condition, you will be given the following menu of condition types: --------------------------- ÝSystem trigger Ý ÝMap hit area Ý ÝMap hit area and button Ý (expert mode only) ÝObject hit area Ý ÝObject movement area Ý (expert mode only) ÝObject hit area and button Ý (expert mode only) ÝObject and object collisionÝ (expert mode only) --------------------------- System trigger: The sheet has no condition; it fires as soon as it is made ready by sparks. The icon will be an A in a box. Map hit area: The sheet fires when the hero enters a location on the map. You will be taken to the World editor to specify the location. Use the analogue to move the area and the X button and triggers to set the size of the area. The icon will be a grid square. Map hit area + button: The sheet fires when the hero enters a location on the map and the player presses a button. You will set the hit area as above and you will also choose the button that will be required. Object hit area: The sheet fires when the hero touches an object. You will be taken to the World editor to choose the object. Object movement area: This means something like "fires when the hero moves away from the object", but I've never gotten it to fire in these circumstances. Object hit area and button: The sheet fires when the player hits a button while the hero is touching an object. You will set the object as above and will also choose the button that will be required. Object collision: The sheet fires when two objects crash into each other. Remember that a sheet must be made ready (by recieving sparks) before it can fire regardless of the condition specified. $ R4.2.2 Spark control ---------------------- By clicking on the four inputs at the top of the box, you can choose how the sheet will behave with respect to sparks recieved. By and large the following rules always hold true: a) The sheet will NEVER be ready until it recieves a spark. b) The sheet will become ready if the specified condition is met on ANY of its four inputs. (For logic fans, inputs are ORed.) c) If the sheet recieves sparks it doesn't need (ie, one that would make it ready when it's already ready, or one that would disable it when it isn't ready), nothing happens. When you click on an input, you will be given the following options for how sparks should be treated on that input: --------------------- ÝAny spark, once only Ý (expert mode only) ÝAny spark, multiple Ý ÝAll sparks, once onlyÝ ÝAll sparks, multiple Ý (expert mode only) ÝAny spark disables Ý (expert mode only) ÝAll sparks disable Ý (expert mode only) --------------------- ANY SPARK, ONCE ONLY: If ANY spark is recieved on this port, the sheet will become ready. The sheet can only be made ready once by a spark on this port. The icon is the digits 01. ANY SPARK, MULTIPLE: If ANY spark is recieved on this port, the sheet becomes ready. The sheet can be activated several times by sparks on this port. The icon is the digits 01 with a looping arrow. ALL SPARKS, ONCE ONLY: If a spark is recieved from ALL OUTPUTS connected to the port, the sheet will become ready. The sheet can only be made ready once this way. The icon is the digits 11. ALL SPARKS, MULTIPLE: If a spark is recieved from ALL OUTPUTS connected to the port, the sheet will become ready. After the first time, the sheet will become ready again if another spark is recieved from ANY of the connected outputs. The icon is the digits 11 with a looping arrow. ANY SPARK DISABLES: If ANY spark is recieved on this port, the sheet will CEASE to be ready (if it was ready in the first place). This can happen any number of times. The icon is the digits 01 with a bar above. ALL SPARKS DISABLE: If a spark is recieved from ALL OUTPUTS connected to this port, the sheet will CEASE to be ready (if it was ready in the first place). This can happen any number of times. The icon is the digits 11 with a bar above. Note: be careful. "ANY SPARK MULTIPLE" means only that the sheet will become ready every time it recieves a spark. It does not mean that the sheet will be able to fire multiple times when it recieves one spark. To make a sheet that can fire multiple times, connect the output of the sheet to its own input port, so the spark it generates returns back to it and makes it ready again. $ R4.3 Script ------------- The Script editor lets you specify what happens when a sheet triggers. This is where you will write all the events and dialogues in your game. The Script editor's main display is a timeline: the left edge of the display is the time when the script begins to run. As you move the cursor left and right, the top left corner of the screen will display the point in time represented by the cursor's present location. Each entity involved in the script will have an activity line on the the display. Solid blocks on the activity line indicate the times at which the entity is performing actions within the script; the colour of the block indicates what action is being performed. The time resolution of the script is one frame; the actual amount of space representing this on the line will vary with the zoom level of the lines. (If you've ever used Shockwave Flash you'll know what's going on here.) As an example of the appearance of the script editor with a few lines and actions added: ------------- ----------------------------------------- |Ic| Dragon | ########## |On| | ########## ------------- ----------------------------------------- ------------- ----------------------------------------- |Ic| Hero | ########### |On| | ########### ------------- ----------------------------------------- ------------- ----------------------------------------- |Ic|Messages| # |On| | # ------------- ----------------------------------------- ------------- \ / EVENT CONTROL / \ ------------- This shows an event in which first the dragon performs an action for a few seconds, then a message appears, then the hero performs an action for a few seconds. $ R4.3.1 Script editor basics ------------------------------ To add lines to the script: Hit the "event control" button and select the type of line you want to add. You can have only one of most lines; you can have several Object lines, provided they all refer to different objects, and you can have several Sound FX or Special Text lines. The list of lines offered is: ------------ ÝMessages Ý ÝHero Ý ÝObject Ý(you'll go to the World Editor to choose which object) ÝCamera Ý ÝBGM Ý ÝSound FX Ý ÝLetterbox Ý ÝMap Ý ÝSpecial textÝ ÝVibration Ý ------------ Click on the box at the left hand side of a line to get the following menu: ------------- ÝNew track Ý(takes you to the menu above) ÝMove track Ý Ý.............Ý ÝDelete track Ý ------------- To create an event, click a point on a line where you want to create the event. You will be given a menu offering the type of event, and then the Event Properties sheet. These menus and options will vary based on the track, and on the event. To move an event, point to it, hold A and drag; to change the length of an event, use the handles attached to either end of the bar. Clicking once on an existing event will get you: --------------------- ÝEvent Properties Ý ÝCopy Ý ÝMove Ý ÝMove forward +1 frameÝ Ý.,...................Ý ÝDelete Ý --------------------- Clicking on an area to the right of the headers where there is no track will get you the following menu: --------------------------- ÝAdd time to all tracks Ý ÝDelete time from all tracksÝ --------------------------- $ R4.3.2 Event list -------------------- This section will look at the list of possible events on each track and the options on their Event Properties sheets. $ R4.3.2.1 Messages track events --------------------------------- The potential events on the Messages track are: ------------ ÝMessage Ý ÝMenu Ý ÝString EntryÝ ÝButton Ý ÝTimed buttonÝ ÝProbability Ý ------------ MESSAGE: A single message is displayed in a pop-up box, dialogue style. The Event Properties box is: ----------------- ÝMessage _______Ý Ý[OK] [ADVANCED]Ý }================={ ÝPosition __v Ý ----------------- MESSAGE: The message shown. POSITION: The position of the message on screen. The symbol points up ro down for the top or bottom. MENU: The user is given a menu of options to choose from. The Event Properties is: ------------------ ÝTitle _______Ý ÝOption 1 _______Ý ÝOption 2 _______Ý ÝOption 3 _______Ý ÝOption 4 _______Ý Ý[OK] Ý ------------------ All the options represent the text of the appropriate part of the menu. STRING ENTRY: The user is asked to input a string. The user must enter one of four option strings or the game cannot continue. The Event properties is: ------------------ ÝPrompt _______Ý ÝOption 1 _______Ý ÝOption 2 _______Ý ÝOption 3 _______Ý ÝOption 4 _______Ý Ý[OK] Ý ------------------ The four options are those which must be chosen from. Use of this event is not really recommended. BUTTON: The script waits for the user to press a button. The Event properties is: ------------------- ÝButton 1 [_____]Ý ÝButton 2 [_____]Ý ÝButton 3 [_____]Ý ÝButton 4 [_____]Ý Ý[OK] Ý ------------------- Press A on any button option and then hit any button or direction on the digital stick to set which button will activate that option. These four options above will each have a fixed length of 1 second. However, when they are encountered the entire script stops running and waits for the user's response. TIMED BUTTON: Works in exactly the same way as Button, except it doesn't wait for the user. The user must hit a button within the time assigned to the event. The Event Properties sheet shows: ------------------- ÝButton 1 [_____]Ý ÝButton 2 [_____]Ý ÝButton 3 [_____]Ý ÝButton 4 [_____]Ý ÝTimeout <_____>Ý Ý[OK] Ý ------------------- The four button options work just like the standard RANDOM option, and the TIMEOUT choice is activated if the user doesn't press any button within the time assigned. The time allowed is decided by the length of the event on the track in the script. PROBABILITY: Randomly picks one of four choices. The Event Properties is: ------------------- ÝChance 1 -[]------Ý ÝChance 2 -[]------Ý ÝChance 3 -[]------Ý ÝChance 4 -[]------Ý Ý[OK] Ý ------------------- The sliders determine the % probability of each of the choices being selected. On all the above items that give four choices, which choice is selected will determine which of the outputs from the sheet generates a spark when the script finishes. $ R4.3.2.2 Hero track events ----------------------------- The potential events on the Hero track are: ---------- ÝSerif Ý ÝAction Ý ÝEmotion Ý ÝMove Ý ÝFly Ý ÝTurn Ý ÝColour Ý ÝVisibilityÝ ÝModel Ý ÝCarrying Ý ÝSwitches Ý ÝMap move Ý ---------- $ R4.3.2.3 Object track events ------------------------------- The potential events on the Object track are: ---------- ÝSerif Ý ÝAction Ý ÝEmotion Ý ÝMove Ý ÝFly Ý ÝTurn Ý ÝColour Ý ÝVisibilityÝ ÝModel Ý ÝCarrying Ý ÝSwitches Ý ÝBehaviour Ý ---------- SERIF: Produces a speech bubble or object indicator. The only parameter is the text of the indicator. ACTION: Perform an action; the parameter sheet is Action Properties (R3.2.4). VISIBILITY --------------------- ÝVisibility Ý Ý[OK] [ADVANCED]Ý }====================={ ÝEffect <_____>Ý --------------------- Effect: Choose fade (4 symbols) or blink (2 symbols) $ R4.3.2.4 Camera track events ------------------------------- There is only one potential event on the Camera track: Camera The menu is: ------------------------- ÝLocation _________vÝ Ý[OK] [ADVANCED]Ý }========================={ ÝCollisions Ý ------------------------- COLLISIONS: The one time I turned this on, the camera appeared to crash into a landscape feature and stop. I'm not sure if this is actually what it's meant to do. Location brings up the following menu: -------------- ÝView an objectÝ ÝView relative Ý ÝView absolute Ý -------------- VIEW AN OBJECT: Use the analogue joystick to select an object to focus on, as when selecting an object in the World Editor. Once selected, use the digital to position the camera for the angle you want. VIEW RELATIVE: Gives you two options and then positions the camera. The first option positions from the camera's viewpoint, the second option positions with an object representing the camera visible in the view. I'm not sure exactly what's different about this. VIEW ABSOLUTE: Use the analogue and digital sticks and the L and R buttons as in the World Editor to position the camera to the exact location you want it at, then press A. $ R4.3.2.5 BGM track events ---------------------------- The potential events on the BGM track are: --------- ÝStart newÝ ÝStop all Ý ÝAdjust Ý --------- Start new: Starts a new piece playing. The properties are: ------------------- ÝTune !___L5___!Ý Ý[OK] [ADVANCED]Ý }==================={ ÝSpeed -[]-------Ý ÝVolume -[]-------Ý ÝPitch -[]-------Ý ÝStereopos-[]-------Ý ÝChorus <___> Ý ------------------- Most of these are self explanatory. Tunes are selected from the BGM library. "Chorus" has two choices: play all (two characters) or play only melody (4 characters) Stop all: Stops all BGM. Has no properties. Adjust: Adjusts the properties of the current BGM. Properties are as above, excluding "Tune". $ R4.3.2.6 Sound FX track events --------------------------------- The potential events on the Sound FX track are: -------- ÝEffect Ý ÝStop allÝ -------- Effect: ---------------------- ÝEffect !___L2___!Ý ÝLoop Ý Ý[OK] [ADVANCED]Ý }======================{ ÝVolume -[]-------Ý ÝPitch -[]-------Ý ---------------------- Most of these are self explanatory. $ R4.3.2.7 Letterbox track events ---------------------------------- The Letterbox track has two events: --------- ÝBlackout Ý ÝLetterboxÝ --------- Blackout: Blacks out the screen. The Event Properties sheet: ---------------- ÝBlackout Ý Ý[OK] Ý ---------------- The OFF/ON option doesn't show the words OFF/ON, but two Japanese phrases: 3 chars for blackout on, 2 chars for blackout off. When the screen is blacked out, only Special Text is visible. Letterbox: Puts the screen into a letter box. You will be shown a preview of the current scene in the World Editor in a letterbox. Use the X button to move the cursor around between the corners of the view, and use the joystick to move that corner to create the letterbox. Note: when the script ends, all blackouts and letterboxes will be removed. $ R4.3.2.8 Map track events ---------------------------- The potential event on the Map track are: ---------- ÝSky Ý ÝLighting Ý ÝSpotlightsÝ ÝFog Ý ÝColour Ý ÝSwitches Ý ---------- $ R4.3.2.9 Special text track events ------------------------------------- The potential events on the Special text track are: ------------ ÝSpecial textÝ ÝNarrative Ý ------------ Special text: Generates text which appears on top of the regular game screen and can be subject to a number of effects. This text is also the only thing that can appear while a Blackout is in effect. ------------------------ ÝMessage ___________Ý ÝFont size -[]------Ý ÝLocation __________vÝ Ý[OK] [ADVANCED]Ý }========================{ ÝEffect __________vÝ ÝHue -[]-------Ý ÝSaturation -[]-------Ý ÝValue -[]-------Ý ÝOpacity -[]-------Ý ------------------------ Effects are: ----------------- ÝNone Ý ÝSlide from top Ý ÝSlide from bottomÝ ÝSlide from left Ý ÝSlide from right Ý ÝGrow Ý ÝShrink Ý ÝFade Ý ----------------- Narrative: Generates text that is typed out in a shaded box on the screen. Note that this is a timed event: you must make it long enough for all the text to type out or it will be cut off in the middle. ---------------------- ÝText __________Ý Ý[OK] [ADVANCED]Ý }======================{ ÝLocation ___vÝ ---------------------- Location is the location of the box: Top, centre, or bottom. The character will appear to point in the appropriate direction; the character for centre doesn't appear to point anywhere. $ R4.3.2.10 Vibration track events ----------------------------------- There is only one potential event on the Vibration track: Vibrate VIBRATE: Makes the DC controller vibrate, assuming it's equipped with a PuruPuruPack. Its Properties has only one value: the strength (1 to 7) of the vibration. ---------------------------------------------------------------------- ************************** LIBRARY INDEXES *************************** ---------------------------------------------------------------------- ---------------------------------------------------------------------- $ L1 - Model Library ---------------------------------------------------------------------- The Model library is divided into categories. Scroll between categories by pushing left and right, and select an entry by pushing up and down. Category: Men ------------- Warrior Warrior 2 Elf Priest Peasant Fat peasant Blacksmith Worker Sneering guy Old guy Guy with glasses Butler Knight "Master" Strongman Doctor Pauper Sweater guy Convict Wise man EDIT (Note: Selecting Edit lets you make a new model out of any head and any body. The screen is: ------------------- ÝHead !__L1__!Ý ÝHead type _______vÝ ("type" = select alternate colour schemes) ÝBody !__L1__!Ý ÝBody type _______vÝ Ý[OK] Ý ------------------- Category: Women and children ---------------------------- Warrioress Warrioress 2 Elf Priestess Cute girl Fat woman Grandma Goodwife Sneering gal Princess Maid Old maid Girl in skirt who gets used as villain a lot in sample games Water nymph Young boy Young girl Pauper child Rich child Category: Monsters ------------------ Angel Devil Skeleton Male zombie Female zombie Werebear Minotaur Golem "Boss" Dragon Category: Architecture 1 ------------------------ Wooden building 1-5 Stone building 1-5 Brick building 1-2 Big Wood building 1-4 Stone and thatch building 1-4 Redbrick building 1-5 Shed-type building 1-3 Category: Architecture 2 ------------------------ Castle Cathedral Church Windmill Clock tower Tower Temple Raised house Ramshackle house Log cabin Log cabin w/snow Multiple Stable Single Stable Snowy single stable Igloo Tent "Bao" Boat Category: Trees --------------- Tree Snowy tree Blooming tree Autumn tree Bare tree Thick bare tree Pine-type tree Pine-type snowy tree Fern tree Palm tree Cactus Big plant Small plant Small flowering plant Category: Features ------------------ Fountain Well Hedge Log Tree stump Bundle of logs Cannon Mounted cannon Grave 1 Grave 2 Grave 3 Bones Rotten log Broken wall Rock 1 Rock 2 Rock 3 Smooth Rock 1 Smooth Rock 2 Smooth Rock 3 White Rock 1 White Rock 2 White Rock 3 Category: Signs --------------- Blank sign Point Left Point Right "INN" Beer symbol Gold symbol Weapons symbol Magic ball symbol First aid symbol Generic text Hanging sign: INN Hanging sign: Beer symbol Hanging sign: Gold symbol Hanging sign: Weapons symbol Hanging sign: Magic ball symbol Hanging sign: First aid symbol Hanging sign: Generic text Category: Fence --------------- Iron gate Brick gate Fence gate Wood fence Iron fence Stone "fence" Ringfence + gate 1 Prefab fence 2 Raft/Bridge 1 Raft/Bridge 1 snowy Raft/Bridge 2 Raft/Bridge 3 Suspension bridge Bridge curve Bridge straight Category: Floor --------------- Stone floor 1-5 Brick floor 1-5 Gravel floor 1-5 Sand floor 1-5 Category: Dungeon parts ----------------------- Enterance Wall Passage Corner T-Piece Cross-Piece Dead End Staircase Descent into rock Rock cave Big rock Rock passage Rock corner Rock T piece Rock cross piece Rock dead end Rock passage up Category: Portals/Travel ------------------------ Staircase up Staircase down Ladder Wooden door One-side door Grand door 1-2 Strong door 1-2 Barn door Cell door Strong cell door Category: Indoors 1 ------------------- Carpet Big Carpet Medium Carpet Small Circular table Square table Cross table Desk Draped desk Chair Bench Easy chair Sofa Throne 1-2 Bed Bunk bed Princess bed Cramped bed Counter Counter pillar Chest of drawers Medicine cabinet Machine cabinet Bookshelf Empty bookshelf Fireplace Oven Category: Indoors 2 ------------------- Treasure chest Coffin Crate Barrel Vase 1-2 Pan Wicker basket Baby basket Ridge? Wheel/cog 1-4 Pounder Stage stairs Stage curtain Category: Indoors ----------------- Altar Armor display Sword Shield Organ Picture Small picture 1-3 Big Picture 1-3 Tapestry Statue Gold statue Small column Column Stone column Chandelier 1-2 Category: Indoor furniture -------------------------- Big pot plant Small pot plant Flower arrangement Empty vase Pendulum clock Mantel clock Grandfather clock Quill and letter Plaque Blank paper Blank plaque Book Open book Upright book Rope Food 1-3 Candle Candle out Torch Candelabra 1-2 Category: Items --------------- Knife Frying pan Pot Vial Vial of liquid Bottle Chalice Cup Flask Syringe Lollipop Bouquet Guitar Swaddled baby Book Scroll Key Complex key Coin Crystal Bun French stick Cheese Ham Apple Sack Lamp Category: Items 2 ----------------- Sword 1-2 Big sword Small sword Sabre Spear Club Magic Staff Holy Staff Coloured staff Crooked Staff Bow Shield 1-2 Axe Hammer Pick Spade Hoe Broom Standard spear Category: Effects ----------------- Transparant cube Warphole Checkpoint Glowing ball Energy ball Hit effect Slash effect Bloodstain Small heart Big heart Fire Inferno Water jet Burn Crater Ground patch Burned ground patch Glowing blade Small glowing blade Spotlight ---------------------------------------------------------------------- $ L2 - SFX Library ---------------------------------------------------------------------- Cursor move Cancel Error Wheep! Window change Window close Wind Birds singing Crows Heavy wings Machinery Crickets Bees Water dripping Water running Water running heavy Underwater Crowd Heavy machinery Rain Thunder rumble Thunder clap Horse Horse neigh Cockeral Dog Growl Dog Howl Dog Bark Cat Cheer Boo Male scream Female scream Male evil laugh Female evil laugh Female muted evil laugh Footstep Footstep echo Footstep on wood Footstep on wood spring Grass footstep Sand footstep Water footstep Switch Knock on door Door opening Door closing Door creaking Door slam Weird? Breakage Gong Alarm Phone Doorbell Big bell Ship's horn Piano Guitar C chord Guitar Cm chord Snare drum Cymbal Bass Boing Strum Wolf whistle Single clap Clapping Movement whoosh Impact Impact 2 Metal impact Sproing Wood on wood Breaking glass Fire Gun shot Low gun shot Magic warp Jump into water Rise from water Magic slide Whistle Eating Swallowing Flash Zap ---------------------------------------------------------------------- $ L3 - Sample game library ---------------------------------------------------------------------- [Note: If you load the examples into the editor, do a Game Reset before playtesting, or the Sheets will not run.] From left to right: Initial Data - This is the initial settings loaded when you start to create a game - the default landscape and trees and an empty Book. Orphe's Wonderful? Country - A complete sample game with UI. Do your Best, Master - A complete sample game with UI. Don't drink the blue bottle (unless you want to watch the intro twice) Example: Opening - A scripted opening sequence. Just watch. Example: Meeting people - How to encounter folks. Walk up to the people around the town. Example: Map switching - Walk into the cabin door and observe the location switch. Example: Sky/weather - Walk up the mountain and see the sky change. Example: Getting items - Look in the barrel and the crate. Example: Items changing state - Look in the treasure chest twice. Example: Picking up and carrying items - Get the apple. Example: Dialogue, interaction, effects - Talk to the angel. On the first two answers, he sends you to jail; on the third, he gives you an axe, and on the fourth, he runs off. Example: Using items - Try opening the door. Then look in the chest and try the door again. Example: Menu based combat - Take on the skeleton in FF style combat. Example: Dungeon 1-3 - Explore the dungeons and see how to create them. Example: Many monsters - Destroy the skeleton without being caught by the zombies. [If a zombie touches you, you will "die", but the game does not include game over so that you can see the final state of the sheets. Quit to the editor and do a game reset to play again.] Example: Trap - Get down the corridor avoiding the very unfair traps. Example: Gimmick - Push the crates around. Example: Combat scenario - Climb the mountain and save the priestess. Example: World map - Touch the sign to view the overall map. Dream studio staff roll - Watch the funky dancing girls and the credits for DreamStudio. Orphe Demo - A demo sequence from Orphe. DreamStudio Demo - Rolling demo showing off features of Dream Studio. ---------------------------------------------------------------------- $ L4 - Map Library ---------------------------------------------------------------------- Category: Exterior ------------------ Big mountain pass Glade with river Alternate glade Big house grounds Forest Snowy glade with river Sandy glade Desert Rocky desert Mountain climb Fire pit Lake glade Island in crater Waterfall River cutting Seaside Seaside+Jetty Small island in sea Boat at sea Prefab dungeon Rocky prefab dungeon Rocky cavern No map (must add objects) Category: Interior ------------------ House Bigger house Tavern Throne room Church Double-level landing Stage Mill interior Cells Circle house Abandoned shack Rogue's house Tiled room 1-2 Empty wood rooms: L, M, S Empty stone rooms: 1-2, L, M, S Corner of room ---------------------------------------------------------------------- $ L5 - BGM library ---------------------------------------------------------------------- [Note: I haven't translated the actual names but given a description of the piece] Silence Town-type music MOON (introspective piano) Introspective wonderment "Lucky" Sirius (Strident) Next (Strident/Triumphant) Sky (Strident/V. Triumphant) Beat and undercurrent Harpsichord Landscape Quietly spooky Creepily spooky Sadness UNFINISHED [Sad, low] Shadows of evil Dreamstudio [Opening theme] Swoops to fanfarish Fast jumpy/slow BATTLE Last Fight "Level up music" "Fanfare music" "Joke music" "Morning music" ---------------------------------------------------------------------- L6 - Sky library ---------------------------------------------------------------------- Darkness Clouds 1 Clouds 2 Dark clouds 1-2 Sunset Sunset to stars Stars Stars and clouds ---------------------------------------------------------------------- $ L6 - Human action library ---------------------------------------------------------------------- Nothing Stand normally Stand innocently Stand casually Walk Walk standard Walk hurriedly Amble Run Dainty run Short step run Tilting run Skip Drunken walk Zombie walk Sit Stay seated Eat (seated) Drink (seated) Read (seated) Sleep (seated) Play piano (seated) Sit on floor Kneel Lying prone Rising from prone Falling supine Rising from supine Falling prone Fighting with sword Punching Slapping round head Careful punch Chopping punch Football kick Groin kick Push Heavy chop Mid cross chop Overbear chop Jumping overbear chop Cautious palm Nocking bow Thumbs up Spear thrust Ssshh pose Ready to fight Charge.. Fireball! Blocking with shield Lean dodge Getting slapped Getting hit in the head Getting hit in the midriff Stomach ache Laughing, hands on hips Laughing into sleeve Jumping Bracing Tapping foot (in time) Twitching foot Tapping foot (impatiently) Folded arms Crying Distraught Wiping eye Wiping other eye Scratching head Patting stomach Posed, quivering Stumbling back Scared back Tough guy/gal Tapping sides of head Panting Abrupt panting Looking to sky Sigh Upward wipe motion? Shivering Sneezing Waving Saluting at chest Praying Praying on knees Blowing kiss Tapping other foot (to beat) Clapping either side Hands on knees (talking to dog) Bopping hands Calling Whispering Listening One clap Examining object Bracing Big chop down Rocking baby Playing guitar Blowing whistle Step Dancing Twirly dancing Reaching up Reaching down Throwing object Pushing object Pushing object via handle Failing to push object (trapped mime act) Knocking on door Opening door Bowing Deep bowing Set and salute Half Kneeling bow Curtsey Full kneeling bow Producing object Wave goodbye Big wave goodbye "Welcome" Waving welcome Engarde! Shooing Shooing hand on hip Offering handshake Raising hand Offering hand low Offering hand to side Offering hand to other side Taunting Pointing to self Nod yes Shake head no Confused Look up, hand on hip Look down, hands on hips Look to side Look to other side ---------------------------------------------------------------------- ****************************** CREDITS ******************************* ---------------------------------------------------------------------- Since this is an early version, there's only one credit: Me, mark [at] antelope.demon.co.uk. Please send e-mail contributions and suggestions to this address. Please don't send requests for information - everything I know is already here.