Components

Last updated 8 months ago

The heart of Game Creator is composed of 6 different components.

The first three (Actions, Events and Triggers) focus on giving you the tools to create gameplay mechanics and design interactive elements.

The other three (Hotspots, Characters and Camera Motors) act as an interface for the previous ones between the player and interactions.

(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 HP)

Actions

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 Open on object Chest

  • Give 10 gold coins to Player

Click here to learn more about them.

Events

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!

Click here to learn more

Triggers

Triggers react to inputs and can execute one or more Actions and Events. For example, you can detect when the player enters a Lava Zone and execute an Action that makes the player take damage.

Click here to learn more about Triggers.

Hotspots

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.

For example, you can make the Player turn his head towards the hotspot to indicate there's something that has caught his/her attention.

Click here to learn more about Hotspots.

Characters

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 with an in-house custom algorithm called Weight Compensation.

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.

Click here for more information.

Camera Motors

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!

For more information on Cameras and Camera Motors click here.