Escoria settings

Review Escoria’s settings

When you open the Project Settings window and look below the list of parameters in the “General” tab, you can find an “Escoria” section with 5 settings categories which we’ll review in detail in the following sub-sections:

  • Main

  • Debug

  • UI

  • Sound

  • Platform

Hint

You may need to click the “Advanced Settings” slider in order for the “Escoria” settings branch to appear in the settings navigation panel.

Main

Allows you to set some base settings, paths, and the version number of your game.

This category defines the following settings:

Setting

Description

Game Version

The version of your game. This setting is important for savegame management between your game versions.

Game Start Script

The ASHES script that Escoria will run immediately when you start the game.

Force Quit

(unused) Defines whether Godot will force quit the game on a closing attempt.

Command Directories

Array of paths containing the ASHES scripting language commands. If you need to define one or more custom ASHES commands, you must put their implementations in a folder of your project and append this path to this array.

Text Lang

Game base text language’s ICU code

Voice Lang

Game base voice language’s ICU code

Savegames Path

Path to the savegames’ folder. Defaults to “user://saves/”.

Settings Path

Path to user’s settings. Defaults to “user://”.

Action Default Script

Optional path to ASHES script containing default actions to take if a particular event can’t be found. This is useful for avoiding having to implement every “invalid” interaction, e.g. trying to pick up a house.

Game Migration Path

Path containing version migration scripts.

Debug

Allows you to define the behavior of Godot when Escoria triggers an error or a warning, as well as the log level.

This category defines the following settings:

Setting

Description

Terminate on Warnings

If checked, execution will stop when a warning is logged by Escoria.

Terminate on Errors

If checked, execution will stop when an error is logged by Escoria.

Development Lang

Game development language’s ICU code.

Log Level

Log level (can be TRACE, DEBUG, INFO, WARNING, or ERROR).

Log File Path

Path where Esscoria logs are to be stored.

Crash Message

User-friendly message to display if the game should crash during execution.

Enable Room Selector

Shows or hides the a selector in the UI to allow the developer to quickly start a specific room.

Room Selector Room Dir

The directory containing the list of rooms to selector from the room selector. Rooms must be Godot scenes.

Perform Script Analysis at Runtime

Performs static analysis of ASHES scripts as encountered at runtime.

UI

Allows you to define the paths to scenes required by Escoria to run correctly as well as other settings relevant to the UI.

These scenes have to be created by the game developer.

This category defines the following settings:

Setting

Description

Game Scene

Path to the main Game scene. Typially found as part of the UI implementation.

Default Transition

The transition type to use if none is specified when called for.

Transition Paths

Array of paths containing transitions that can be used by Escoria.

Inventory Items Path

Path to the folder containing inventory items

Inventory Items Size

The dimensions to be used when displaying items in the player’s inventory.

Dialog Managers

Array of dialog managers available for use by Escoria. Each one should be the path to a dialog manager as a GDScript file, not a scene file. for the game.

Default Dialog Type

Default style of dialog rendering, e.g. floating or avatar.

Sound

Allows you to define the base volumes for each sound channel managed by Escoria.

This category defines the following settings:

Setting

Description

Music Volume

Default volume of the music (float between 0 and 1).

Sfx Volume

Default volume of the sound (float between 0 and 1).

Speech Volume

Default volume of the speech (float between 0 and 1).

Ambient Volume

Default volume of ambient sounds (float between 0 and 1).

Master Volume

Default master volume (float between 0 and 1).

Speech Enabled

If true, Escoria will attempt to find speech for each encountered dialog key.

Speech Folder

Folder to the speech audio files.

Speech Extension

File extension of speech files. Must be a resource type that can be imported by Godot, either natively or through an import plugin

Platform

Allows you to define some specific behaviors for cache management (regarding resource loading), for desktop and mobile.

This category defines the following settings:

Setting

Description

Skip cache

If true, Escoria will not use the cache memory to load resources (on desktop)

Skip cache.mobile

If true, Escoria will not use the cache memory to load resources (on mobile devices where memory is usually lower or restricted)