Asset packs

We have demonstrated how the tools work using a very simple reference system. But if the environments we build are to be primarily representative of reality, then the objects that form the builder's raw material must themselves be representative of the real world, regardless of any styles that will determine their aesthetic impact.

For immediate enjoyment, all objects have been grouped into high-level categories. Thus, we will find in a single category "Nature" all the natural elements, whether plants, trees, flowers, animals or rocks, just as the category "Furniture" will make available any type of furniture, regardless of its function.

In describing the Asset Pack, we will not dwell on the analysis of each classification, but if we look at this column, which corresponds to the initial state of the Asset Pack, we will notice that, in addition to the basic categorized objects, a series of elements have been integrated that we will manage at the same level as the others with the tools provided by the Builder, but that suggest an additional method of categorization that is strictly functional. This will be the categorization on which we will base our analysis, let us look at it in detail:

  • Ground -> these are not objects, but scene modifiers. They change the basic nature of the environment.

  • Static and interacting elements -> grouped in the categories Tiles, Nature, Furniture, Structures, Buildings, Decorations are the real objects that will make up the architecture of our environment.

  • Contents -> intangible functional elements that enable the activation of a specific service at a specific time.

  • NPCs -> Non-Player Character (or Non-Playable Character) are meta-human elements that can be programmed to support conversational events.

  • Custom asset pack -> collection of custom objects that the user integrates into the Builder using the button in the upper right corner

Ground

At first, the scene presents a regular grass surface. But this is not the only aspect we can give to our environment. In fact, we can change its aesthetics by changing the nature of the individual lands that make it up into other natural or urban variations, such as a sandy or paved or even aquatic ground.

To do this, simply click on the selected item and drag it to the desired location.

Whenever the placement is considered valid, the selector switch turns green.

All modifiers behave the same way except water. This allows you to build underwater structures to create special experiences, or above ground structures on platforms, and of course you can walk on them in the game phase by swimming and diving.

Static and interactive elements

Most of the objects we find within the categories have a primarily architectural function. In fact, they are the components that, when put together, contribute to the creation of a layout that includes both exterior and interior spaces, thus guiding the visitor-user along a path of exploration designed according to our purposes.

Static elements are recognizable by the white background in the thumbnail, and their function is purely aesthetic and environmental, as their presence will return a material impact to the experience. In fact, all objects are material and, depending on their size, obstacles.

Interactive elements can be recognized by the presence of a light blue background in the thumbnails and a small lightning icon. Once placed in the environment and in active selection, they will propose in the HUD a series of adjustments according to the selected object. These interactions could be aesthetic (lights), functional (doors), informational, etc.

We will analyze the different types of interactive elements later.

Clicking on the button for each category will bring up the items belonging to that category. In the following example, we have clicked on the "Structures" button. The presence of static and interactive elements is immediately apparent.

All you need to do is click on an object to select it, and drag it into the environment. The selector will show two components: an arrow and a circle. The arrow indicates where the object will be placed. The circle will indicate the support surface. In fact, we need to consider that we might want to place an object not only on the ground of the scene, but also on another surface, such as an elevated platform, the floor of a building, a desk, and so on. When both indicators, the arrow and the circle, turn green, you can click again to place the selected object.

In the example below, a fountain has been selected and placed on a point. The object selection remains active so that we can edit its position, rotation and scale if necessary.

Once the position is confirmed, the object is stabilized and automatically saved in the environment.

Contents

These objects are immaterial. There is evidence of their presence or function in the environment, but they cannot be considered architectural elements, only functional ones.

Because they have special functions, which we will explain later, they are represented with a blue background thumbnail and can be manipulated in space like any other object.

NPCs

NPCs are avatars that can be placed anywhere in the environment to provide the user with a complete and interactive experience despite the possible absence of other players in the game environment.

Like inanimate objects, they can be manipulated in space, and their interactive component is dialog. With proper planning, this capability can extend the experience by guiding the user to obtain information or activate any quest.

Custom asset pack

The Builder can be considered as a platform that allows the manipulation of 3D objects designed according to some specific canons and taken from a library (asset pack). The library is in fact a container, and the objects within it have been tested and validated to work best in the environment. Nevertheless, the integration and classification of objects from external sources or from an independent design is allowed, as long as they meet certain criteria.

We will discuss these criteria later.

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