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2. Tame the monster : user manual

Benoît edited this page Feb 28, 2016 · 5 revisions

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 !