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How it Works

Struture New.png

Structure

“Baldr” games are created by providing the core engine with configuration data that is updated and constructed using an editor. The engine supports multiple editors including visual editors for Mac, PC, VR, or editors for visually impaired developers such as the Hodr Engine.

 

Game developers can freely switch between editors as required, so may use a non-visual editor whilst travelling and a VR based editor for object positioning.

Design visual demonstration alt text.  An illustration presenting a game system hierarchy, with the main Game mode branching into components like Quests, Save Game, and Levels. The Levels node further organises core gameplay elements such as Players, Maps, NPCs, and Objects, with Arenas nested under Maps.

Design

“Baldr” uses a hierarchical approach to games development with the “Game” as the top level.
 

Each game is a series of levels, and each level comprises of a series of maps containing arenas, players, non-player characters and in-game objects for the player to interact with.
 

The player narrative is controlled through a series of quests that allow the player to progress through the game.
 

One massively important, but overlooked facility is that the engine provides automatic save / load game features so that the developer does not have to worry about that complexity.

Map visual demonstration alt text.  An illustration representing a network of interconnected arenas, demonstrating how players can transition between multiple gameplay zones. Each node labelled “ARENA” connects to adjacent arenas.

Maps

Within the level is a series of maps. These are typically based on different scenery styles, but we support the option to mix and match as required.

 

Initially the developer will be manually snapping together arenas to build their maps. But we have prototype functionality being tested that utilizes procedural generation to create maps of infinite size and scale.

 

The engine provides automatic optimization for object budgets so the developer will not need to undertake complex occlusion optimization (i.e. the engine automatically handles turning off objects players cannot see).

Arena visual demonstration alt text.  A fantasy arena where a player-controlled avatar dressed as a knight navigates red-highlighted paths through platforms suspended over a glowing chasm. The knight can interact with NPCs, whose actions are controlled by AI. The Arena also contains interactive in-game objects and exits leading to other arenas.

Arenas

The core of a “Baldr” game is the arena. This is a specific game play area that contains a series of exits, in-game objects, NPCs and navigable areas.

Template arenas are provided from our content library, and the developer can then customize and adjust them as required.

All objects available to be used are designed as “Baldr” compatible. We provide a 100% “guaranteed to work” promise to developers to avoid the issues that often occur when using bought-in 3rd party assets.

A diagram overlaid on an open book in a dimly lit, medieval-style library. The diagram illustrates a game narrative structure. At the top is a node labeled "Game," branching into three "Chapter" nodes. One chapter connects downward to a "Sequence" node, which branches further into four elements: "Characters," "Objects," "Interactions," and "Narration." The background features candles, arched windows, and shelves, evoking a fantasy or historical atmosphere

Story

Most game engines do not consider story in the game creation process. Yet to a player, the story and its characters are the most compelling reason to play games.


“Red Nought” believes story is at the heart of the game's creation process and as such we provide a series of tools that help you design your game.


To make the games design process easier to understand we utilize the metaphor of a book with chapters and characters. We break down a complex game into a series of short sequences.

Illustration of a game level showing a stone pathway suspended over a chasm, with labeled elements: a Player Character (a knight in armor) stands at the entrance to a temple. A nearby red marker labeled 'Narration Point' triggers story exposition. A 'Key' lies down a stairway below. Across a bridge is a locked 'Door', with a second 'Narration Point' before it.  The scene is stylized with fantasy architecture and glowing blue water below

Chapter

This is an example of a simple chapter in a game. In this case the Brave Knight has entered an Arena. The narrator will provide some backstory as he steps into a Narration Point that explains that he needs to find the key to open the door that leads to the next Arena.


Once the key has been collected, the door will open, and the second narration point will be enabled to provide the next installment of the story.


Finally, when the player goes through the open door, the status of the overall game will be updated to say that this chapter has been completed.

- Illustration showing how a player triggers narration in a game. A knight character labeled 'Player Character' walks into a glowing blue orb labeled 'Narration Point', which sits on an open book. A label states 'Step One: Player walks into Narration Point'. Another label explains 'Step Two: Narration audio is played alongside a visual transcript. Audio can be set to play once or play always'. The background shows a dimly lit, medieval-style library with candles

Narration

“Narration” allows the player to be told the story as they progress through the game. Any number of processes can trigger narration to be played, but it will usually be at a point where the player has achieved a goal or walked into an area that requires them to be told about the next stage of the game.


Narration can either play once only, or every time. Narration comprises both audio as well as a transcript for audio-impaired players to make use of.

Illustration showing a gameplay interaction sequence. A knight character labeled 'Player Character' walks toward a glowing blue orb with a key inside, labeled 'Interactable Object'. A label reads: 'Step One: Player walks into the Action Point on the key'. The key’s status changes from 'Waiting' to 'Collected'. An arrow points to a wooden door labeled 'Door', which changes status from 'Locked' to 'Unlocked'. Another label states: 'Step Two: Key changes status to Collected and Door changes state to Unlocked'.  The background features a large open book in a dimly lit medieval room

Interaction

All objects in “Red Nought” have a status. This status determines the behavior of the object and how it interacts with its surroundings. For example, a door could be “Locked”, “Unlocked” or “Open”.


All story elements are broken down into simple processes. Most object interaction is driven by “Action Points”. When a character walks into the “Action Point”, it will then change the status of itself and / or other objects in the game.


As objects change status, actions will be carried out such as a door will unlock and swing open.

Diagram showing the sequence of a door unlocking and opening in a game. A wooden door labeled 'Status: Unlocked' transitions to 'Status: Unlocked becomes Open' as it opens. Arrows indicate the steps, including 'Door executes its opening sequence'. Below, a key labeled 'Interactable Object Status: Collected' becomes invisible, as shown by a fading key and the label 'Key becomes invisible'. The sequence is overlaid on an open book in a dark, candle-lit room with gothic-style windows.

Status

In this case, when the player walks into the “Key”, it will change the key’s status to “Collected”. When “Collected” the key will change the state of the door to “Unlocked”. It will then make itself invisible to show it has been “Collected”.


When the door’s status changes to “Unlocked”, it will trigger the opening animation to show the player that they can go through. It will then change its status to “Open” ready for the next stage.

Illustration showing the final steps of a game chapter. A knight labeled 'Player Character' walks toward an open wooden door labeled 'Door Status: Open'. A label reads 'Step One: Door opens so the player can pass through'. Beyond the door is a glowing blue orb labeled 'Action Point', which changes status from 'Waiting' to 'Completed'. Another label states 'Step Two: Door enables the Action Point that marks the chapter as completed'. The scene is set atop an open book in a dimly lit room with candles and arched windows

Completed

The door changes its status to “Open” and enables a new “Action Point”.


When the “Player” enters this “Action Point”, it will change the status of the “Chapter” to completed. The “Action Point” will also change its status to “Completed”.


With the completion of the “Chapter”, the story has progressed, and the “Brave Knight” has played their role in the story by accomplishing their tasks.


The next “Chapter” can now be started.

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