What You Can Build
- 3D block-based levels with cubes placed on a virtual grid
- Multi-section levels where each section can have its own theme, music, and properties
- Scripted gameplay using Lua hooks, signals, and the full game API
- Themed visuals with dozens of visual themes and dark/light modes
- Musical ambiance with a library of background tracks per section
- Complex enemy behaviors with configurable interactions and hazards
- Puzzle mechanics using items, keys, doors, teleports, lava pools, and more
Accessing the Editor
From the Main Menu, select Level Editor. This loads theLevelEditor scene — a dedicated environment with:
- A 3D viewport with a free-flying camera
- A block selector cursor that moves on a 3D grid
- Pool panels for blocks, items, enemies, balls, and decorations
- Property menus for configuring everything you place
- A script editor with integrated Lua documentation
- Save/load dialogs for managing your levels
General Workflow
- Start a new level or load an existing one
- Select a block template from the Blocks Pool (B)
- Navigate the 3D grid with WASD/EQ to position the selector
- Insert blocks with Space to build your layout
- Select sides with left-click and place items, enemies, balls, decorations
- Configure properties with V — direction, script, variables, interactions
- Set level properties — time, lives, theme, music, sections
- Test with T to play your level immediately
- Save with Escape → Save when you’re happy
Automatic State Preservation
The editor automatically saves your workspace between sessions. When you reopen the editor, it restores:- Camera position and rotation
- Block selector position
- All placed blocks, items, enemies, balls, and decorations
- The current level data (if unsaved changes exist)
The editor supports an unlimited number of blocks in 3D space. You can build levels of any size and complexity — though very large levels may affect runtime performance.