A Closer Look at the VentureVerse Level Editor
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VentureVerse is a game about adventure and discovery, but this is not limited to the variety of dungeons built into the game, scattered around Ulora. The VentureVerse is a realm of alternative realities, and this is where you will go to play dungeons created and shared by fellow players. This post will share some more detail about the level editor which will make this possible.
The level editor is designed to be easy to pick up, but with enough depth to give advanced users a wide breadth of options. It will be available from day one of the game’s launch and can be accessed directly from the main menu.
When a new level is created, the user is presented with a blueprint grid and a series of buttons. The usable area is very large and the user can also take advantage of 30 layers of height.
Navigating the area is extremely easy, mirroring the controls from the main game. WASD moves the camera position, clicking the midde mouse button allows you to rotate the camera and scrolling the wheel zooms the camera in and out.
The Build Menu
This menu houses the many dungeon elements available to be placed in the level. Elements have a large variety of uses, from creating walls and floors to adding puzzles, enemies and scenery to the level.
The menu has a range of categories accessible from a hotbar on the right. These narrow down the selection of elements available, making it easier to find specific things.
When an element is selected, it can be placed in the level. Some elements are limited to the grid while others can be freely placed anywhere. These can then be easily picked up, deleted or cloned.
The build menu also allows the user to change the active wall and floor styles. These allow you to select a colour and style which will be automatically applied to every instance of a wall or floor using that style.
To provide even more control over the level, the level options menu is available. Here you can change the level name, author name, background music, lighting, fogginess and more to completely change the atmosphere of the level.
Many of the dungeon elements can be modified using the object options menu. while holding an element, pressing tab or hitting the on-screen button brings up the menu, displaying a range of options specific to that element.
For example, the Enemy Spawner element allows you to choose which enemy to spawn and how many to spawn. The Push-Block Slot element allows you to choose which colour of push block will activate it. Props allow you to change their colour, rotation and size.
This menu can be used for the vast majority of objects, allowing you to modify them for your own purposes.
The Wiring System
Many dungeon elements also feature inputs and outputs. The purpose of these is specific to the object. For example, and input on the Player Teleporter element will cause the player to teleport to the specified location once it is activated. The output on the Button Pedestal element will be activated once the player interacts with the button, triggering whatever input the button is connected to.
Inputs and outputs are clearly displayed next to the element they’re attached to once the element has been placed. These can then be picked up with a simple mouse click and attached to another element.
A connection between two elements is represented by a white line. To make it easier to see connections in crowded levels, the wire changes colour when the object is selected.
While the Object Options menu allows you to edit options specific to an element, the Modifiers menu allows you to add universal modifications to an object. Each modifier expands the possibilites of the editor and they can be used on the vast majority of dungeon elements.
The ‘Show/Hide’ modifier is useful for controlling what the player can see at different points in the level. It takes an input to decide when the object is revealed or hidden, and can be configured to make the object hidden by default.
The ‘Snapshot’ modifier allows you to change an element’s object options at any time based on a snapshot taken in the editor. This allows you to change the behaviour of an object in-game, such as changing the rate of fire of a cannon.
Other planned modifiers will allow you to move, rotate and delete objects in-game.
To add more life to your level, you can take advantage of the Actor System. The button in the hotbar allows you to customize and name up to 10 actors per-level which can act as non-player characters.
These actors can move around the level using a series of waypoints, and they can also talk to the player to provide hints or backstory.
The level editor will continue to be expanded after the VentureVerse Early Access launch, but all of these features will be available right away. New elements and features will be added based on user feedback.
VentureVerse is launching in Early Access in 2017 on PC, with Mac and Linux versions planned after. To learn more about the game, visit the VentureVerse homepage. You can keep up to date with the game launch by subscribing to the Final Floor Studios newsletter.