From the Scent Framework to a Gameplay Moment
The Scent Framework is intended to turn technical scent parameters into clear decisions and readable gameplay moments.

From system to gameplay moment
Technology alone does not create interesting gameplay. The framework must enable situations in which information changes a decision. A trail could lead to a hidden location, warn of danger or trigger a memory. Several scents may overlap and make a task more difficult.
CHUKO therefore cannot treat technical parameters in isolation. Every setting needs an understandable effect for the player. Visual feedback must remain clear without covering the environment in markers.
Optional physical output
The same digital scent event may also be passed to a ZESTUM Scentbar. Identity, intensity and timing provide a shared interface between the game and the hardware.
This output remains optional. CHUKO is intended to work as a complete game without a Scentbar. The next step is to test the core building blocks in small scenes. Players need to recognise what they perceive, why it matters and which action can follow from it.