Difference between revisions of "Files, Content and Layout"
(→Files) |
|||
(3 intermediate revisions by the same user not shown) | |||
Line 8: | Line 8: | ||
There are few files that are like that, here are some examples: | There are few files that are like that, here are some examples: | ||
* " | * "_WorldLoader_" (SceneAsset) | ||
* "_MainMenu_" (SceneAsset) | * "_MainMenu_" (SceneAsset) | ||
* "_HeadPos_" (GameObject | * "_HeadPos_" (GameObject | ||
Line 22: | Line 22: | ||
It is always a good idea to have expressive names and to keep the project clean, using folders and organizing the files in a good way. The Editor Windows that the RPG Creation Kit contains are extremely useful and will help you a lot, but when the project will grow if your files are scattered all around it will be difficult to find stuff quickly and efficiently. | It is always a good idea to have expressive names and to keep the project clean, using folders and organizing the files in a good way. The Editor Windows that the RPG Creation Kit contains are extremely useful and will help you a lot, but when the project will grow if your files are scattered all around it will be difficult to find stuff quickly and efficiently. | ||
The RPG Creation Kit uses an ID-based approach with most of its element, this means that you will have to give IDs to almost any element you create. | |||
The very best advice I can give you is that you pick meaningful IDs while creating things, and '''that you stick with them''', because IDs can be referenced in different parts of the game, and changing IDs would mean having to change anything that references it. | |||
== Layout == | == Layout == | ||
Line 47: | Line 51: | ||
* '''[[Items]]''' | * '''[[Items]]''' | ||
* '''[[Dialogues]]''' | * '''[[Dialogues]]''' | ||
* '''[[Behaviours]]''' | * '''[[Behaviour|Behaviours]]''' | ||
* '''[[Quest|Quests]]''' | * '''[[Quest|Quests]]''' | ||
* '''[[Worldspace|Worldspaces]]''' | * '''[[Worldspace|Worldspaces]]''' | ||
Line 53: | Line 57: | ||
Don't worry if you didn't fully grasped every concept, we will analyze and use each element in this tutorial series, just make sure to know roughly what those elements are. | Don't worry if you didn't fully grasped every concept, especially the Behaviours, we will analyze and use each element in this tutorial series, just make sure to know roughly what those elements are. |
Latest revision as of 08:11, 1 October 2023
In this page we will analyze a bit the content, files and the layout of the RPG Creation Kit.
Some Rules & Recommendations
Before going through this article, here few things that you should take as rules.
When any file or GameObject has as both prefix and suffix the character "_" it means that you should never rename the file/GameObject because its name is used in scripts, and editing it would need editing the scripts as well.
There are few files that are like that, here are some examples:
- "_WorldLoader_" (SceneAsset)
- "_MainMenu_" (SceneAsset)
- "_HeadPos_" (GameObject
The RPG Creation Kit contains a lot of different files most of which are Scriptable Objects, those can be Items, Weapons, Dialogues, Quests, BehaviourTrees, or other files, in general, they're prefixed by square parenthesis [], like the following files:
- [AMMO] IronArrow
- [ARMOR] Clothes1_Vest
- [QUEST] Judge, Jury, And Executioner
- [CELL] CityInterior
It is always a good idea to have expressive names and to keep the project clean, using folders and organizing the files in a good way. The Editor Windows that the RPG Creation Kit contains are extremely useful and will help you a lot, but when the project will grow if your files are scattered all around it will be difficult to find stuff quickly and efficiently.
The RPG Creation Kit uses an ID-based approach with most of its element, this means that you will have to give IDs to almost any element you create.
The very best advice I can give you is that you pick meaningful IDs while creating things, and that you stick with them, because IDs can be referenced in different parts of the game, and changing IDs would mean having to change anything that references it.
Layout
In the Installation we've set the Layout of the RPG Creation Kit as this:
You will see that other than the default Unity's windows, there are three new ones:
Those three windows will be a fundamental part of the workflow, as they will allow you to perform actions that would be otherwise trivial and slow on the long run. Make sure to read the three pages linked above before proceeding with the tutorial.
Files
The RPG Creation Kit utilizes different files and data types, the most important ones are listed here, you should take a look at them and start to get a rough idea on what they are and what they do as those are the key-elements that you will use throughout the entire process of making your game.
Don't worry if you didn't fully grasped every concept, especially the Behaviours, we will analyze and use each element in this tutorial series, just make sure to know roughly what those elements are.