Setting up your Story » Scene Editor
April 1, 2026

Scene Editor

Work in Progress

This documentation is still being expanded and refined. Features, screenshots, and descriptions may change until Talescape's public release. If something is unclear or you need help, please ask on the official Talescape Discord. We're happy to clarify or update pages as needed.

Screenshot

The Scene Editor is where you build the visual and interactive layout of each scene. Here you can add and arrange elements such as text, images, triggers & items. Everything the player sees or interacts with. All changes are saved automatically and synced with your story’s cloud data.

1. Scene Settings

Each scene has its own settings, which define its overall appearance and behavior.

  • Background: The main image or video displayed behind all elements.
  • Title: The scene’s name, used internally and in navigation.
  • Dimensions: Available only for detail scenes; defines overlay size.
  • Music: Background track that starts when the scene is loaded.
  • Ambience: Ambient audio loop (e.g., wind, rain, crowd).

Scene settings apply globally to all elements inside that scene.

2. Element Overview

2. Element Overview

Scenes are composed of elements, each representing a visible or interactive object. You can add, move, resize, or delete elements freely. All elements share the same base properties:

  • Type: The element’s category (Image, Item, Trigger, or Text). Cannot be changed after creation.
  • Name: Internal name for referencing or identifying the element.
  • Group: Optional tag for organizing and filtering elements inside the editor.
  • Dimensions: Width and height of the element.
  • Position: X and Y coordinates within the scene.
  • Conditions: Rules determining when the element is visible. Default is always visible.

Elements can be positioned manually or via drag and drop. Resizing corners appear automatically when an element is selected.

You can view all elements inside a scene by using the elements list. There you can also hide certain elements if needed.

3. Visibility

By default all elements are visible at the start of a scene. However, you might want to hide some elements initially and only show them under certain circumstances. For this you have two options:

  1. Set the visibility of the element to false and update this state later via an event.
  2. Define conditions under which the respective element should be shown.

4. Image Elements

4. Image Elements

Image elements display static or animated visuals inside a scene. They are commonly used to add characters, decorations, or additional visual layers on top of the scene background.

  • Image: Select the image or animation from the story’s media library.

Typical uses:

  • Character portraits or full character sprites
  • Environmental objects such as furniture or props
  • Foreground overlays or decorative effects

Image elements maintain their aspect ratio by default but can be resized freely. Their visibility can be controlled through conditions or updated dynamically via events.

5. Exit Elements

5. Exit Elements

Exit elements allow the player to leave the current scene and move to another one. They are typically used to represent doors, pathways, or navigation points.

  • Target Scene: The scene that will load when the exit is activated.

Exit elements can be visible objects (for example a door) or invisible interaction zones placed over parts of the scene. Conditions can restrict access until certain requirements are met, such as possessing an item or completing a dialogue.

6. Detail Elements

6. Detail Elements

Detail elements open a detail scene, which acts as a focused overlay showing a closer view of a specific part of the main scene.

  • Detail Scene: The scene that will appear when the element is activated.

Detail scenes are useful for interactions that require more space or attention than the main scene allows. Common examples include examining objects, solving puzzles, or interacting with complex interfaces.

When the detail scene closes, the player returns to the original scene.

7. Character Elements

Character elements display characters within a scene and connect directly to the character system.

  • Character: Select the character defined in the story settings.
  • Pose: Choose one of the character’s available poses or expressions.

Characters can appear as full body sprites, portraits, or layered elements depending on the story’s design. Their visibility and pose can be controlled through conditions and events, allowing characters to appear, disappear, or change expression during gameplay.

8. Item Elements

8. Item Elements

Item elements represent collectible objects that can be added to the player’s inventory.

  • Item: The linked item from the story’s item list.
  • Amount: The quantity given when the item is collected.
  • Image: Optional visual override used to display the item in the scene.

Item elements usually work together with interaction logic. When activated, they can grant items, trigger events, or update variables. After collection, the element can disappear or change state depending on the configured actions.

9. Interact Elements

9. Interact Elements

Interact elements define direct interactions between the player and an object in the scene.

  • Actions: Operations that are executed when the interaction occurs.
  • Conditions: Rules determining whether the interaction is available.

Interact elements are commonly used for actions such as opening doors, activating mechanisms, or triggering story events. They provide a flexible way to connect scene objects with the underlying event system.

10. Inspect Elements

10. Inspect Elements

Inspect elements allow the player to closely examine an object in the scene and receive additional information.

  • Actions: Optional actions triggered after the inspection.
  • Conditions: Rules controlling when the inspection becomes available.

Inspection is typically used to reveal descriptions, clues, or narrative details about objects. It can also unlock new interactions or update variables after the player discovers something.

11. Text Elements

11. Text Elements

Text elements display dialogue, narration, or informational text directly inside the scene.

  • Text: The text content to display.
  • Font Size / Line Height: Controls readability and spacing.
  • Font Family / Style: Supports different fonts and formatting options.
  • Text Color: Custom color selection.
  • Alignment: Horizontal and vertical alignment inside the text box.

Typical uses include:

  • Scene titles or location names
  • Narrative descriptions
  • Labels or hints for interactive objects

Text elements can be styled freely and combined with conditions to appear only at specific moments during the story.

12. Working with Elements

You can:

  • Drag & Drop elements anywhere in the scene.
  • Resize elements using corner handles.
  • Delete elements at any time.

The editor automatically tracks changes and saves them in real time. Scene layout and element order are preserved when syncing with the cloud.

13. Testing and Preview

Use the Scene Preview mode to test individual scenes. This lets you verify element positions, trigger conditions, and visual composition before running the full story preview.