The editor

Systems: HUD, Audio, FX, Game Data, Cutscenes, Intro Sequences

Everything around the rules: what players see and hear.

HUD

Lay out what players see over the game. Turn widgets on or off, then set each one's anchor, scale and opacity, and watch the stage update.

WidgetShows
Health barThe player's health, live.
Resource counterAmmo or another resource, live.
TimerRound or session time.
MinimapA top-down view of the map.
Event feedAnnouncements and rule results.
Inventory hotbarHeld items.
Dialogue boxThe first line of authored dialogue. Triggering specific lines from gameplay is not yet wired.

Audio

  • Library: upload MP3, OGG or WAV files up to 5 MB.
  • Mixer: Master, Music, SFX and Ambience levels.
  • Zones: place a sound in the world with a position, a radius and a smooth or linear falloff, so it gets louder as players approach.

FX (3D)

Materials holds presets with albedo, normal, roughness and metalness maps; textures and normal maps can be generated from an albedo. Particles holds the particle presets used by effects.

Game Data

Three databases: Items, Quests and Dialogue. Item names feed the Give item and Take item actions in Logic. Quests are used by quest conditions and actions. The first dialogue line shows in the Dialogue widget.

Cutscenes (3D)

A cutscene is a short cinematic of up to six seconds on five tracks: camera, actors, post effects, audio and signals. The camera can pan between points or track a placed character. Post effects are bloom, chromatic aberration, noise and vignette. The project's first cutscene plays once per session at the start.

Intro Sequences

The first seconds of a session, as a layered 2D timeline: sprite, text and particle layers with timed transforms. Sprite layers read from Pixel Studio; text and particle layers work in 3D projects too.