加章节和场景非常简单。你可以把章节当作场景的文件夹。

 

很重要的一点是,我们需要将我们的故事分解成小块。为了理解我在说啥,我们将用小红帽作为样例来学习三幕式结构(Three Act Structure)。 (译者:据我所知,这应该是剧本的一种写作格式,类似于八股文,一般由开端、对抗和结局这三幕组成) 我们不会实际去做一个小红帽的游戏,这仅仅是为了解释如何分解一个简单的故事。

 

 

第一幕:激励(INCIDING INCENT)

 

第二幕: 冲突(CONFRONTATION)

 

第三幕: 矛盾解决(RESOLUTION)

 

And if you want to follow the Five Key Moments to the tee:

 

 

你可能会想知道为什么每章有多个场景。这主要有两个原因:

 

Now that we have a clear plot outline, we can now proceed to the next step!

 

Implementation

In this screenshot, I deleted everything. You can also start with an empty project. This way there is no other Scenes included and you can see how we can make them from scratch. The project file will look like this:

 

 

创建章节

首先我们将创建一个章节。你可以把它看作是一个包含所有场景的文件夹。虽然它们是不必要的,但它们会使你的项目有条理!

 

 

 

As you can see, I added an extra chapter called, Test Bed. The purpose of this chapter is to insert scenes where they are meant to test out certain functions without ruining all the other final scenes or clutter the important chapters with useless scenes. You can also think of it as a Sandbox, Debug Room or Developer's Playground. It's a good practice for organization purposes!

 

开始创作:创建场景

Now that we have created chapters, it's time for us to insert Scenes! This is where most of the actions of your game is happening.  You cannot create Scenes unless there is a Chapter.

 

 

 

Note:

You can put scenes under scenes. Like this!

*This can be useful if you are a fan of Call Scene.