game_flow
The game's lifecycle for this scene: autosave timer, a checkpoint at the scene's start, autosaves at checkpoints, what Retry does on game over, the game's save-state version and lives. Title, pause, game over, win and save/load menus come from the game UI (add_ui_screen with lifecycle). Scripts: game.flow, game.saves.
In scene text
game_flow { autosave_seconds 1 checkpoint_on_arrival true autosave_at_checkpoints true }Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.
Fields 8
| Field | Type | Unit / range | What it does |
|---|---|---|---|
autosave_seconds | number | s, 0 … 3600 | Seconds between autosaves while playing (0: only at checkpoints and scene changes). |
checkpoint_on_arrival | true / false | — | A checkpoint at the scene's start, with the game's state as it arrived. |
autosave_at_checkpoints | true / false | — | Write the autosave slot when a checkpoint is reached. |
retry | text | — | Game over's Retry: "checkpoint" (the last reached) or "scene" (its start). |
save_version | number | 0 … 10000 | The game's own save-state version (0: UI/save_schema.json or scripts decide). Older saves upgrade through the declared migrations. |
lives | number | 0 … 999 | Retries before only Load and Main menu remain (0: unlimited). |
fall_out | text | — | Falling out of the world (nothing at all below): "back" onto the last ground stood on, "fail" loses the game, "off" keeps falling. |
fall_depth | number | m, 1 … 100000 | How far below the last ground stood on, with nothing under the player, a fall counts as out of the world. |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us