H1R23MNDDT (1.0.00)
I've made a 3D map editor. The cool features bullet-point list is:
- Multiple save files.
- Unrestricted map dimensions.
- Object merging for easier modularity.
- Full support for lights.
- Full-map collision detection.
- USB keyboard support.
- Experimental physics engine.
Aside from the process of defining the 3D model palette, map design in Celqi (pronounced "selkie") is done entirely with a visual editor, so you don't have to mess around with directly coding object position/rotation/scale/material. Maps are saved to the text file, and functions are included so the maps can be loaded and collision-checked from within a game.
There's a demo map included that demonstrates the sorts of things that can be built, and for an example of a full game that uses maps made with Celqi, check out Cheese, Please (6V763MNDDT) from FUZE Gamejam 26.
For a quick start, these are the basic controls:
CAMERA
Action | Joycon |
---|---|
Forward | (ZR) |
Backward | (ZL) |
Pitch | Right stick up/down |
Yaw | Right stick left/right |
Slide up/down/left/right | D-pad |
EDITING
Action | Joycon |
---|---|
Cycle edit mode | (R) |
Start mass selection | (B) |
Cancel mass selection (while selecting) | (B) |
Confirm mass selection (while selecting) | (A) |
Place current brush object | (A) |
Move cursor forward/backward/left/right | Left stick |
Move cursor up/down/left/right | (L) + left stick |
MENUS
Action | Joycon |
---|---|
Open/close main menu | (X) |
Open/close object menu | (Y) |
I have a complete help document here on GitHub (or as a PDF here). I think most of the actual map-building is fairly intuitive, but the object palette setup and game integration require a bit of explanation because they involve editing the source code and/or accessing map-related functions from your game code.
This is the first version of a pretty complicated program, so there are some minor caveats (see the known issues section of the help file or the in-program release notes), and I strongly recommend that you routinely back up any important maps by copying Celqi in the FUZE project browser just in case something goes awry. Let me know if/when you encounter bugs and I'll try to fix them.
Features that I'd like to add in the future include support for landscapes, customizable collision channels, non-rendering collision volumes (for use as gameplay triggers), and non-rendering markers (for use as spawn points, etc.). Possibly file-streaming to support larger maps, if I can get it working. And various quality-of-life things such as undo/redo and a better control layout or shortcut system so common features like position snap value aren't buried in the menu.
Go forth and create cool 3D games!