Celqi - 3D Map Editor for FUZE
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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!
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Holy Moses, can scarcely believe this is a thing. My mind is blown!
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Wow this is next level stuff :0. Can't wait to play around with it!!
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@mozipha said in Celqi - 3D Map Editor for FUZE:
Features that I'd like to add in the future include ... file-streaming to support larger maps, if I can get it working.
I made a change to how Celqi internally tracks object locations and an unintended result is that dynamic loading will now be a lot easier for me to implement.
There are still some aspects of the system to work out, but I think I should be able to set things up so that you can use load triggers within the map to dynamically load and unload chunks of the map. It's not perfect, since dynamic loading causes some lag and framerate dips and (obviously) can't be done instantly, but if used carefully, it should make it possible to effectively have maps of any size as long as you stay within the size limit for the portions that are currently loaded.