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ajboni committed Aug 19, 2023
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# dotenv environment variables file
.env
.env.test

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Screenplay Generation </a>
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Even when using the app as a single user, each document will need to be locked before it being able to be modified.</p>
<p>Go ahead and click the edit button on the toolbar. Some actions on the toolbar like delete or rename will be available now. Also notice that there should be a padlock icon with your username simbolizing the status of the document.</p>
<blockquote>
<p>You can double-click on the doc text to unlock the document (works also on scripts).</p>
<p>You can double-click on the doc text to lock the document (works also on scripts).</p>
</blockquote>
<p>Make some changes to the file and click the save button. The file icon should disappear and the file will be available to other user.</p>
<p>You can have a play exploring the file creation or editing processes, also take a look at the timeline feature if you want. Once ready lets move to the script section.</p>
Expand All @@ -291,7 +296,53 @@ <h2 id="scripts" tabindex="-1">Scripts <a class="header-anchor" href="#scripts">
<li>Focus the text area and press <code>ctrl+4</code>. Each time a <code>%</code> appears in the shortcut it will ask the user for a value. Put <code>Max</code> and <code>66</code> or whatever you want there.</li>
</ul>
<p>You will also notice that <code>&lt;PlayDialogueByAlias(area)&gt;</code> and <code>::Narrator::</code> are highlighted differently and that is because they are part of the really small <a href="scripting.html">Drafft Scripting Syntax</a>. Go have a read on that page document for a quick overview. I’ll wait…</p>
<p>TO BE CONTINUED…</p>
<p>Also note that this script has and <code>id</code> and an <code>alias</code> shown in the script editor footer.</p>
<video controls="" width="50%" style="margin-left: 25%;margin-right:25%">
<source src="/img/tutorial-02.webm" type="video/webm">
</video>
<h2 id="dialogues" tabindex="-1">Dialogues <a class="header-anchor" href="#dialogues"></a></h2>
<p>The script concept can also be applied to dialogues. Drafft will give the chance to design a dialogue tree with the possibility to attach a script to each node. The way of structuring a dialogue tree is up to you, but the intended idea is to do linear logic inside the script, and use the tree as a branching mechanism. This will make the tree less convoluted.</p>
<p>A dialogue tree consist in a series of nodes interconnected (or not). Drafft provides 5 different nodes which should be enough to implement any logic in combination with a script.</p>
<ul>
<li><code>Start</code> node its a <code>1 Output</code> node, its intended usage is for the developer to identify where to position the dialogue when starting it.</li>
<li><code>Script</code> node is a <code>1 Input -&gt; 1 Output</code> node that carries an associated script. This is intended for running game logic or linear dialogue.</li>
<li><code>Choice</code> node is a <code>1 Input -&gt; n Outputs</code> node intended for branching logic.</li>
<li><code>End</code> nodes is a <code>1 Input only</code> node intended to provide a flag on where a branch hit a dead.</li>
<li>Similarly the <code>Return</code> node is <code>1 Input only</code> node intended to provide aflags on where a branch hit a dead and should return to the choice node, or any other custom logic. This is to avoid populating the graph with lots of arrows going back.</li>
</ul>
<blockquote>
<p>Even though the script node is intended to provide scripting logic, any node can have a linked script.</p>
</blockquote>
<p><img src="/img/tutorial-03.png" alt=""></p>
<p>Go to the <code>Dialogues</code> section and load the <code>Aries - 01 - Aries Ecounter</code> dialogue and click each node to inspect the associated script. Feel free to experiment editing and moving/linking nodes.</p>
<p><img src="/img/tutorial-04.png" alt=""></p>
<p>With the document locked for edits, select the first node , the green starting node and add a few lines at the start:</p>
<pre class="hljs"><label class="language-caption"></label><code>::Mother:: I saw Kenji walking all day looking for something.
::Mother:: Maybe he has a new job.
::Mother:: [Happy] Finally!
</code></pre>
<h3 id="detecting-actors" tabindex="-1">Detecting Actors <a class="header-anchor" href="#detecting-actors"></a></h3>
<p>In order to update the Actor database we can simply click the <code>Auto Detect Actors</code> button in the toolbar. Click it, we will come back to this later. You should see a message with the text: “Added 1 Actors: Mother”</p>
<p><img src="/img/tutorial-auto-detecting-actors.png" alt=""></p>
<h3 id="generation-voice-over-tags" tabindex="-1">Generation Voice Over Tags <a class="header-anchor" href="#generation-voice-over-tags"></a></h3>
<p>As we are using the Drafft Scripting Syntax (UAF) we can automatically generate a tag for each dialogue line, so in the future we can link our audio files with each line. This has the trade off to have the script filled with tags but on the other hand we don’t need any kind of metadata db for each line which would probably make the editing experience more tedious. This tag can be of format but <code>UAF</code> identifies them with the following format: <code>[#speechTag]::Actor::Actor Line [expression]</code></p>
<p>In order to keep that short, unique and identifiable , a combination of the script alias and a short uuid is used for the generation. Go ahead a click the “Generate tags for current script” button. A success message should appear.</p>
<p>Reopen the node script to see the changes:</p>
<p><img src="/img/tutorial-voice-over-tag-generation.png" alt=""></p>
<h3 id="previewing-dialogue" tabindex="-1">Previewing Dialogue <a class="header-anchor" href="#previewing-dialogue"></a></h3>
<p>Drafft comes with a VERY basic dialogue and script player. With the dialogue selected click the <code>Play Dialogue</code> button.</p>
<p>In this screen basic navigation can be done to debug the dialogue logic.</p>
<p><img src="/img/tutorial-preview-dialogue-tree.png" alt="Preview Dialogue Tree"></p>
<p>Another benefit of using <a href="scripting.html">Drafft Scripting Syntax</a> is that t can make the previewing process a bit nicer ignoring non-dialogue and getting actors portraits and emotions. The speech only button will only move to <code>::ActorTag::</code> lines.</p>
<blockquote>
<p>Clicking on the text box will advance to the next line.</p>
</blockquote>
<h2 id="director-section" tabindex="-1">Director Section <a class="header-anchor" href="#director-section"></a></h2>
<p>In the Director section we will find a list of Actors and properties that we can fill for our game.</p>
<p>To Be continued…</p>
<blockquote>
<p>In the meantime, if you need help please visit <a href="https://baj.itch.io/drafft/community">the Drafft forums</a></p>
</blockquote>

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<div class="docs-wrapper">
<article class="docs-content" id="docs-content-container"><h1 id="constant-development" tabindex="-1">CONSTANT DEVELOPMENT <a class="header-anchor" href="#constant-development"></a></h1>
<p>Drafft is in constant development, future updates will (hopefully) include:</p>
<ul>
<li>Key Ring: This section will have a tree structure(much like everything else) where you will be able to mass import licence keys for services(steam, <a href="http://itch.io">itch.io</a>, etc) and then you will be able to assign it to users and mark them as used.Keys should be encrypted.</li>
<li>Localization: Scripts and Dialogues needs to be imported/written and exported in different languages.</li>
<li>presskit() generator.</li>
</ul>
<p>For any specific request please let me know <a href="https://baj.itch.io/drafft/community">in the forums</a></p>
<p>Drafft is in constant development, for any specific request please visit <a href="https://baj.itch.io/drafft/community">the Drafft forums</a></p>

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<article class="docs-content" id="docs-content-container"><h1 id="multiuser" tabindex="-1">Multiuser <a class="header-anchor" href="#multiuser"></a></h1>
<p>Several users can work offline on the same database and sync changes in real time to a remote master database.</p>
<p>See <a href="/en/docs/documentation/multiuser.html">Docs</a></p>

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