Creating a project#
Every game you build in Ignitor starts the same way: a short wizard in the Hub. It walks you through naming the project, picking the language you'll write in, and choosing a starting point — including one that's already playable. Three steps, and you're in the editor.
1. Basics#
Click + New Project in the Hub and give it a name. Ignitor turns that into the project's ID automatically, and shows you where it'll live on disk and which port it'll run on — you don't need to fill those in yourself.
From here you also set:
- Resolution — pick a common preset (HD, QHD, the classic 4:3-ish adventure-game size) or enter a custom width and height.
- Stretch mode — Letterbox (black bars fill the gap on a mismatched window, recommended) or Fill (stretches to the window, no bars).
- Language — see below.
2. Language#
Every project has a default language: the one you actually write your content in. Room descriptions, dialogue, item names — whatever you type goes into the game under that language first.
You can also check off other languages as translation targets. That doesn't translate anything for you, but it opens those slots up in the Translation Editor, so you (or a translator) can fill them in later without restructuring anything. Your default language is always included automatically — no need to check it separately.
Getting this right at project creation matters more than it looks: it's the difference between "the project is in Spanish, with English available" and text quietly landing in the wrong place later on.
The two built-in factory menus — the pause/options screen and the save screen — ship fully translatable from the very first build, in every language Ignitor supports. You don't need to touch them for basic translation coverage to work.
3. Starting point#
The last step is choosing what your new project starts with:
| Template | What you get |
|---|---|
| One-room demo | A room with a walking character, a hotspot you can talk to, and an item you can pick up. Press Play and you're already playing something. |
| Two rooms + door | The same idea, plus a second room connected by a door — a quick look at how room transitions work. |
| Empty project | A clean scaffold with no rooms or characters, for when you'd rather build everything from scratch. |
Both playable templates use simple placeholder art, so nothing here is meant to be final — they exist to give you something real to click around in before you've made anything yourself.
Review and create#
The last screen recaps your choices — name, ID, resolution, template — before you confirm. Once you click Create, Ignitor opens the new project as a tab in the Hub, ready to edit.
Next step#
- General configuration — workstation settings that apply across every project you create.
- Translation Editor — fill in the languages you checked off above.