The following is an overview of how different game elements should be named when created inside the Level Editor. For anybody working for Frictional Games, this is a must. For all else, see it as guidelines to have consistent style, which is especially good if you want share your stuff.
Remember also to look at existing code and try and copy the looks.
NOTE: Not all entities need to follow the naming convention. In case of art assets and background elements, it is not mandatory. Object that have a gameplay role or that are called through script, though, should follow the naming convention.
The following is an overview of how different game elements should be named when created inside a script. For anybody working for Frictional Games, this is a must. For all else, see it as guidelines to have consistent style, which is especially good if you want share your stuff.
Timer_[Description]
Map_AddTimer("Timer_MonsterLeaves",3,"OnTimer_MonsterLeaves");
Sound_[Description]
Sound_CreateAtEntity("Sound_MonsterScream", …);
PS_[Description]{_#}
ParticleSystem_CreateAtEntity("PS_CeilingCrumble", …);
On[Verb]_[Subject]_[Description]
OnLookAt_Player_ChangeCorpsePose(){} OnCollide_Monster_MakeLoudSound(){}
OnCollide_RingBell(){}
OnInteract_[Description]
OnInteract_CallElevator(){}
OnDeath_[Cause]
OnDeath_MonsterCorridor(){}
OnConnectionStateChange_[Object]
OnConnectionStateChange_PortcullisLever(){}
OnEndOfTrack_[MonsterName]
OnEndOfTrack_MonsterCorridor(){}
OnTimer_[TimerDescription]
OnTimer_MonsterLeaves(){}
Seq_[Description]
Seq_CallElevator(){}
[Object]_[Verb]
Corridor_SetupAfterDeath(){}
Corpse_Reset(){}
LeftPillar_Move(){} Monster_ClimbWindow(){}