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The heart of Game Creator is composed of different components that, used together, allow you to develop any type of game.
The first three are responsible for interacting with the world and allow developers to visually script the world:
- Actions: List of instructions
- Conditions: Branch to different Actions depending on certain conditions
- Triggers: Respond to events and call Actions and Conditions
Apart from these three core components, there are also:
- Characters: Fully animated (and customizable) Non-Playable Characters
- Player: Same as a Characters but this one is under the control of the user
- Camera Motors: A collection of cinematic camera behaviors that can be switched between them.
- Variables: Allow you to store world information
- Hotspots: Give the player a reaction when passing by these components
(The Player activates a Trigger when entering the green zone, which calls the Actions sequence)
For example, a user controls a Character (Player) which when it steps on a Trigger, it executes a set of Actions (which can be a trap where rocks fall and reduce the player's Health)
A set of instructions that are sequentially executed from top to bottom. For example, an Actions set could be the following one:
- Move Player near object Chest
- Play animation
Openon object Chest
10 gold coinsto Player
Example of an Action component:
(An Actions component with three instructions)
Condition the execution of Actions. For example, you can check if the object Chest has been opened. If so, don't increase the player's
gold coins, but show the message:
This chest has already been looted!
Example of a Condition component:
Triggers react to inputs and can execute one or more Actions and Conditions. For example, you can detect when the player enters a Lava Zone and execute an Action that makes the player take damage.
(Example of a Trigger component detecting when the Player Enters a zone)
These are very simple components that are usually used together with Triggers. They allow to hint the player about interactive elements. These hints can be turned on and off depending on the type of interaction you want.
(Example of a Hotspot where the Player will turn its head when being near)
For example, you can make the Player turn his head towards the hotspot to indicate there's something that has caught his/her attention.
As its name implies, Characters allow to easily add non-playable characters to your world using one single click.
All Characters have walk, run and jump capabilities by default. They also have procedural feet placement using Inverse Kinematics.
Character 3D models can also be easily changed y dropping your 3D model onto the "Change Model" field. Game Creator will automagically retarget all the bones to match the ones from the animations.
(Different sections of the Character and Character Animator components)
There's a special type of Character called Player which inherits all the Character's functionalities and also allows it to be directly controlled by the user using different control schemes.
Cameras control how the world is viewed by the player. There are different types of cameras at your disposal such as steady cameras, top-down cameras motors, orbital adventure cameras, dolly cameras, tween cameras, and much much more!
(Example of the Fixed Camera Motor)
Variables allow you to store and retrieve information from the world. For example, the "health" of the player could be set as a variable with an initial value of 10, which decreases in one unit every time the player gets hit.
(Example of a Local Variable with a default value of 5)
There are three types of Variables:
- Global Variables: These variables have a scope of the entire game and are referenced by a given name.
- Local Variables: These variables are attached to Game Objects and are referenced by a given name.
- List Variables: These variables are attached to Game Objects and are placed like an array of values, which can be accessed via an index.