forked from methusalah/alchemist
2. Tame the monster : user manual
Benoît edited this page Feb 28, 2016
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Alchemist is an entity editor.
En entity is nothing but a unique serial number. On this number, you assign components. Components are pure data.
Alchemist user interface offers two main features :
- add/consult/edit/remove components,
- save an entity as a reusable blueprint.
Saving the whole scene is in developemet.
#hierarchy
This is your sandbox.
- Click on "Create entity" : the hierarchy only assigns a Naming component to a new serial number. Then you have a new unnamed entity in your list.
- Click on this entity : the hierarchy informs the other windows you are interested in this specific entity.
- Drag an entity on another : the hierarchy add the Parenting component to make the dragged entity a child of the target.
- Click on "Remove entity" : the hierarchy destroy all components assigned to the serial number. The entity disappears. Its serial number remains unused.
Hierarchy window also accepts dragged blueprints. A new entity with all saved components is created.
#inspector This is your tool. It will wake up each time you select an entity.
- Click on "Add component" : the inspector show your components, just make your choice.
- Expand a component : consult and edit the data.
- Click on "Remove" : the entity loose that component. Data is lost.
#resources This is your content. Alchemist team is working on it, see #7
- Drag your blueprints : and see your entities multiply.
#scene This is your result.
- Left click : select an entity, handle an instrument, control your world. The left click is available to the current tool, you can add your own.
- Right/middle click : change your point of view.
- Drag things : you can add behaviors to the scene when things are dragged into it.
- Click on play : and run your game !
The time slider let you slow or accelerate your game.
More to come !
Now you control it, feed the monster !