🟧 Scene
🟧 Scene
The Scene block allows you to configure and encapsulate the visual and narrative environment of a sequence in a Visual Novel, by defining a setting, characters and an atmosphere before linking dialogues or interactions.
This block serves as a narrative structure segmented by location, centralizing the management of graphic elements (background, animations, sounds) and interactions to offer an immersive and coherent experience.
📥 Entries
- Sequence (Flow): Entry point of the narrative flow. Arriving on this block automatically applies the defined configurations (background image, soundscape, etc.) without requiring additional parameters.
📤 Outings
- Completed (Flow): The flow resumes once the scene is completed (after interactions, dialogues or choices). Allows you to move on to other scenes or narrative blocks.
💡 Example of use
Scenario: Introduction of an enchanted forest scene
- The player completes a chapter in town and clicks on an “Explore Forest” choice.
- The flow switches to a Scene block configured with:
- Background:
foret_enchantee.png - Music:
ambience_mystique.mp3 - Characters: NPC “Lutin” positioned on the left.
- The scene is displayed: the background appears, the music starts, and a dialogue opens with the elf.
- The player interacts via choices ("Speak", "Observe", "Leave"), triggering responses or animations.
- After the last choice ("Leave the forest"), the scene ends and the flow switches to a Background block to display the world map.
⚙️ Technical Details
- Technical role: Central visual controller for Visual Novels, guaranteeing the consistency of graphic elements (position of avatars, effects, transitions) and sound (jingles, atmospheres) over long sequences.
- Variable management: All configurations (background, sounds, animations) are encapsulated in the block, avoiding conflicts with other nodes.
- Optimization: Designed for intensive readings (tens of minutes) with fluid rendering of dialogues and effects.
Updated on: 04/03/2026
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