# Scenes

Scenes represent distinct moments and locations in your story, with its own background, characters, dialogue, and interactive elements.

In Miku, Scenes work just like in scriptwriting theory. They take place in one location, following the characters until the location changes or next scene happens.

# Creating your Scene

Start by clicking the "Add Scene" button in the scene graph. Give your scene a clear name and description.

# Scene graph and connections

The Scene Graph shows you how scenes connect. To connect scenes:

  1. Click on your parent scene and hold
  2. Drag towards your target scene and release

Your target scene will be children of the earlier scene.

When fulfilling the condition of a children, the user will be suggested to go to that scene. This is useful for branching stories.

# Scene Properties

# Content

  • Prompt: Write the main narrative text that describes what's happening.
  • Call to Action: The text that will be displayed when the scene is suggested.
  • NSFW Settings: Configure content ratings.
  • Hint: Optional - A small hint to advance in the story.
  • Condition: Optional - Requirement to be met for the scene to be suggested.
  • Character objectives: Indicate what each character is trying to achieve in this scene.

# Visual setup

  • Background: Choose from your uploaded backgrounds.
  • Music: Choose the music that will play in the scene.
  • Characters: Add up to four characters and select their outfits.

# Cutscenes

You can add a starting cutscene when transitioning to the scene. You can also make them trigger only the first time players go to the scene.

To learn more about cutscenes, read Cutscenes

# Maps

Attach maps to your scene to enable navigation and exploration. If you don't have any maps created yet, click on the Create new map button. To learn more about maps, read Maps and Navigation

To attach a map, select from the list of created maps below. Selected maps display with green selected text. You can attach multiple maps.

Global maps will always be attached.

# Lorebooks

Just like with characters, you can add contextual information with lorebooks. To learn about lorebooks, read Lorebooks.

# Objectives

Scenes can have dedicated objectives. To learn more about objectives, read Objectives.

# Point and Click

To add point and click elements to your scene, create clickable objects and place them on the editor.

# Creating clickable objects

Head to the Clickable Objects section of Scene Edit. To create an object, click on the Add Object button. These are the attributes you need to configure:

  • Name: Name of the object.
  • Prompt: Describe what happens when the object is clicked.
  • Included: Tick if the object is included in the scene. Non-included objects won't be rendered.
  • One Time Only: Tick if the object should only be interactable once.
  • Image: Image of the object
  • Mask: Optional - Customize your object collision adding a mask.
  • Action: Optional - Actions to be triggered when the player clicks on the object.

To learn more about actions, read Actions.

# Placing the objects

Click on the Edit Placement button to place your objects.

The list on the left contains all the objects created for the current scene being edited. You can tick the checkbox to include them in the scene, and untick it to disable.

On the right, you can preview and place objects on the background. You can either use the mouse or edit the input fields.

  • X: Position on the X axis (Horizontal).
  • Y: Position on the Y axis (Vertical).
  • Size: Size multiplier for the object.

# Indicators

Indicators are elements that track and visualize important states. They will be considered by the AI. You can use it for weather conditions, health meters, relationship levels, timers, etc.

# Creating indicators

Scroll to the Indicators section and click on the Add indicator button. Then you can set your indicator.

  • Name: Name of the indicator to be displayed. Used in the AI prompt.
  • Color: Color of the indicator in the UI.
  • Description: Description of what the indicator represents. Used in the AI prompt:

Let's take a look at the three types of values indicators can represent.

# Percentage

This type represents percentage values.

  • Minimum value: The minimum value the indicator can be.
  • Maximum value: The maximum value the indicator can be.
  • Step: The amount to increase or decrease per response.
  • Initial value: The initial value of the indicator.
  • Inferred: Wether this indicator can be modified by the AI.
  • Editable: Whether this indicator can be edited by users.
  • Hidden: Wehther this indicator is visible to users.

# Amount

This type represents a numeric value.

  • Minimum value: The minimum value the indicator can be.
  • Maximum value: The maximum value the indicator can be.
  • Step: The amount to increase or decrease per response.

# Discrete

This type represents states.

  • Possible values: The list of possible values the indicator can be.