Getting Started
Rollick Games platform adopts a spatial scene-based model to structure the entire game plot. Typically a game is played in
a specific geographic area, which is the playground of the game. As a designer, you can define smaller active areas where
the main action of the game takes place. These areas are called scenes, they have concrete geographical boundaries,
and their purpose is threefold:
- to structure the entire game plot into smaller scripts helping the game designer to cope with large and complex game scenarios.
- to provide a scoping mechanism for the gameplay. That is, some events that may happen while playing the game should only be taken into account if the player is in a specific scene; on the other hand, you may define that some actions can only be performed by the player while being in a specific scene.
- to structure the game world as a workspace into smaller units making the game execution more efficient. That is, the game objects that the gameworld accommodates are grouped per scene (something like the subfolders under a root folder) and only those placed in the player’s scene are fetched and shown to the player’s device. Game players enter and exit game scenes as they move in the physical environment. Each scene can internally have more specific location spots and virtual or real objects that can trigger game activity.
Example: Authoring a conversation with 3 Statements |
Each game has a default Universe scene which has no concrete geographical boundaries and represents the entire game world. All other scenes are nested in the universe scene.
Rollick Unversal Scene |