Scenario: Difference between revisions

From Tygron Preview Support Wiki
Jump to navigation Jump to search
Line 9: Line 9:
For different reasons it is possible to divide a project in two or more levels. Reasons to do so can be (but are not limited to):  
For different reasons it is possible to divide a project in two or more levels. Reasons to do so can be (but are not limited to):  
* '''to provide the session participants a learning curve, to get used to interacting with the Tygron Engine'''
* '''to provide the session participants a learning curve, to get used to interacting with the Tygron Engine'''
:''Create a first level as tutorial where a [[stakeholder]] can only perform a limited number of actions and measures, maybe even in a secluded area in the [[3D World]], in order to get acquainted with the interaction with the project in the Tygron Engine, without affecting the outcome of the session as a whole.''
:''Create a first level as tutorial where a [[stakeholder]] can only perform a limited number of [[actions]] and [[measures]]. This can happen in a secluded area of the [[3D World]], to get acquainted with the interaction with the project in the Tygron Engine, without affecting the outcome of the session as a whole.''
* '''to gradually make the project interaction more complex, to match the issue in real life more closely'''
* '''to gradually make the project interaction more complex, to match the issue in real life more closely'''
:''Add more complex actions, measures and indicators to let session participants gradually experience the complexity of the spatial planning issue(s) at hand. This can be combined with the above mentioned reason of course.''
:''Add more complex actions, measures and [[indicators]] to let session participants gradually experience the complexity of the spatial planning issue(s) at hand.''
* '''to jump in time to a future scenario'''  
* '''to jump in time to a future scenario'''  
:''Each level can start with an [[event bundle|event]] or measure that reflects future scenarios, such as [[Terrains#Flooding terrain|floodings]] that only occur once every fifty and every one hundred years, or the sea level rising over time.''
:''Each level can start with an [[event bundle|event]] or measure that reflects future scenarios, such as [[Terrains#Flooding terrain|floodings]] that only occur once every fifty and every one hundred years, or the sea level rising over time.''

Revision as of 15:06, 21 August 2015

Please note: This page is currently being updated.

Template:Learned

What are Levels?

There are many definitions for the word Level, of which the following is the most relevant for the Tygron Engine:

A Level is a relative position or rank on a scale.

How do Levels relate to the Tygron Engine

For different reasons it is possible to divide a project in two or more levels. Reasons to do so can be (but are not limited to):

  • to provide the session participants a learning curve, to get used to interacting with the Tygron Engine
Create a first level as tutorial where a stakeholder can only perform a limited number of actions and measures. This can happen in a secluded area of the 3D World, to get acquainted with the interaction with the project in the Tygron Engine, without affecting the outcome of the session as a whole.
  • to gradually make the project interaction more complex, to match the issue in real life more closely
Add more complex actions, measures and indicators to let session participants gradually experience the complexity of the spatial planning issue(s) at hand.
  • to jump in time to a future scenario
Each level can start with an event or measure that reflects future scenarios, such as floodings that only occur once every fifty and every one hundred years, or the sea level rising over time.
  • to provide pause moments during a session
Sessions often take place during business hours, taking up a whole morning, afternoon or even the whole day. By implementing levels the session flow can be interrupted to incorporate pause moments for reflection and refreshments.

By default, a project in the Tygron Engine always consists of at least one level.

Adding, duplicating and removing Levels in a project

Template:Editor ribbon

Adding a Level

File:LevelsAddNewLevel-Q3-2015.jpg
Add new level - drop down menu
File:LevelsAddLevel-Q3-2015.jpg
Add new level - left panel

A level can be added in two ways in the Tygron Engine; through a ribbon drop down option or by selecting the Add button on the bottom of the left panel, after selecting Levels in the ribbon bar.

How to add levels to a project:
  1. Select Storyline → Levels
  2. Select Add new Level from the drop down menu
  3. Or select Add on the bottom of the left panel


Duplicating a Level

File:LevelsSelectLevel-Q3-2015.jpg
Select level to duplicate on left panel
File:LevelsDuplicateLevel-Q3-2015.jpg
Duplicate selected level

When levels are used to add complexity or to provide a tutorial, it can be very convenient to be able to duplicate a previous level. This avoids having to create and assign all previous actions, measures and indicators again for each consecutive level. Instead, only the added complexity needs to be put in the duplicated level.

How to duplicate levels in a project:
  1. Select Storyline → Levels
  2. Select the level to be duplicated on the left panel
  3. Select Duplicate on the bottom of the left panel


Removing a Level from a project

File:LevelsSelectLevel-Q3-2015.jpg
Select level to remove on left panel
Remove selected level

Sometimes an earlier implemented level becomes redundant, or an error has occurred that renders a level useless. In such cases it is possible to remove the level completely.

How to remove levels in a project:
  1. Select Storyline → Levels
  2. Select the level to be removed on the left panel
  3. Select Remove on the bottom of the left panel


Changing the properties of a Level

Template:Editor ribbon

Level

By selecting a level entry on the left panel, the following properties become available on the right panel:

Name

File:LevelsName-Q3-2015.jpg
Enter the level name here

In the Name field a more suitable name can be entered, if desired. Examples of this are: "Tutorial", "Prologue", etc.

Description

The description field allows for describing the level in the Editor. This is convenient when the level has added complexity. The description will also appear on the Level panel of the Admin Interface, providing a short summary of the levels in the project.

Event Bundles

Server Events fired when chosen

Measures

Stakeholders

Provided Budget

Start with Cinematic

Active Action Menus

Playable Zones