Unity Documentation
Add a New Overworld Quip for the Radiant Forest
Objective
This document provides a step-by-step guide on how to add a new Overworld Quip for the Radiant Forest area.
Step 1: Add Enum Entry
Access Enum: Open the script located at
Scripts/Utilities/Enums.cs
.Edit Enum Definition: Navigate to the definition for
RadiantForestOverworldQuips
.Add New Enum Entry: Add a new line to this enum list, ensuring it follows the existing naming convention. For example, if the last entry is
RF_OQ_03
, your new entry will beRF_OQ_04
.
Step 2: Create Dialogue Prefab
Access Overworld Quips: Go to
00_Prefabs/03_Dialogue/Radiant Forest/00_Overworld Quips
in the Unity Project pane.Create New Dialogue Object: Right-click, then navigate to
Create -> RelicRun -> Dialogue
.Name the New Dialogue Object: Name the new Dialogue prefab the same as the enum entry you created in Step 1.
Edit the New Dialogue Object: In the Inspector, press "+" beside the "Sentences" list to add a new string.
Add the New Content: Fill in your quip text in the text box, avoiding any spaces at the beginning or end of the string.
Step 3: Update Dialogue Manager
Locate the Dialogue Manager: Find the
DialogueManager
GameObject in the Hierarchy pane (It is highlighted in purple).Access the Dialogue Manager Settings: In the Inspector, unfold the "Radiant Forest Overworld Quip Dialogue" option.
Drag & Drop: Add your new Dialogue prefab to this list by dragging and dropping it into the Inspector window.
Order the List: Ensure the list is in order; the new Dialogue prefab should be the last item in the list to align with its corresponding enum value.
Note: All other mechanisms to trigger this quip are handled automatically in the background. For changes to the way Quips are handled logically talk to Josh
Edit the Radiant Forest Map
Objective
This document provides a step-by-step guide on how to edit the Radiant Forest Map. The guide covers adding GameObjects and sprites, understanding the hierarchy, and utilizing specialized tools like "Sprite Replacer."
Step 1: Open the Map Scene
Find the Map Scene: Navigate to Assets/02_Scenes in the Project Pane.
Open the Map Scene: Double-click on "Radiant Forest Map" to open it.
Step 2: Add GameObjects and Sprites
Edit the map: Start adding GameObjects to the map.
Create new Sprites: Use GameObjects with Transform components and SpriteRenderers. You can also duplicate existing objects and move them around freely.
Organize your work: Pay attention to the "Sorting Layer" under "Additional Settings" in the SpriteRenderer. If a sprite is not visible, this setting is the likely cause.
Editing Tips
- Organization: The hierarchy in the scene is currently structured as follows:
- Tiles (All the sprites)
- Chunk (Represent large sections of the map)
- Logical Layer or Group (Inside each "Chunk", categorize GameObjects into logical layers or groups like 'Ground Layer,' 'Doodads,' 'Locations,' etc.)
- Chunk (Represent large sections of the map)
- Tiles (All the sprites)
Use the Hierarchy: Keep the GameObjects organized in the hierarchy to maintain a clear structure.
The Sprite Replacer: The "Sprite Replacer" allows you to replace sprite images within a parent GameObject and all its children. Caution: This action is irreversible.
- Navigate to
Tiles -> Chunk (1) -> Ground Layer
. - Add a "Sprite Replacer" component to the "Ground Layer" GameObject.
- Choose a new sprite from
Assets/03_GFX/04_Tilesets/Radiant Forest/Compressed
. - Click on "Replace Sprites" to apply the change to all child GameObjects.
- Navigate to
Logical Elements: For things like doors, game events, item pickups, etc. just create a sprite, a group, or some indication of where the element is. Make notes in a document about what the logic for the event and Josh will add it when the map is merged into the main scene.