Kinds of game
The seven kinds that New game offers in the editor 0.4.0, with their view, their controls, what their template has and what cannot yet be edited inside the editor.
DescribesEditor 0.4.0 For creating without programming
On this page
The kind of game is which camera it is played with and how the character moves. You pick it when you create the project, in step 1. Kind of game of the New game dialog. There are seven.
| Kind | Game view | Templates | Built with |
|---|---|---|---|
| Third person | Third person | Blank, Collection, Platformer, Race, Puzzle and Coins against the clock (with code) | No-code rules, or code |
| First person | First person | First person example | Code (Rules can be added) |
| 2D platformer | Side (2D platformer) | 2D platformer example | Code, sprites and a tile map |
| Top-down | Top-down (from above, tilted) | Top-down example | Code, sprites and a tile map |
| Isometric | Isometric | Isometric example | Code (Rules can be added) |
| 2D / 3D hybrid | Changes during the match | 2D / 3D hybrid example | Code and view-switch zones |
| Open world | First person | Open world example | Code and a terrain of cubes |
The six kinds that are not third person come with a toolkit example: a short level, with a hand-written script, that the bot can finish. You edit the scene and the code; no-code Rules are off and turn on when you create the first rule.
In our review we created one game of each kind with editor 0.4.0, just as a person does. All seven validated with no errors, the bot won them in the six test matches and they were exported. The screenshots on this page are from those games.
What they all share#
Editing and Game. There are two buttons on the viewport toolbar. Editing is the free camera you build the scene with. Game shows the scene with the real camera and projection it will be played with, and reminds you of the controls at the bottom. Next to them is the view type menu: it changes the view and has the options specific to each one.
View parameters. With nothing selected, the Details panel shows Game view: the view type and its numbers.
| View | Parameters in Details |
|---|---|
| Third person | Field of view, distance to the character, tilt and smoothing |
| First person | Field of view, eye height, smoothing and Crosshair at the screen center |
| Side | Zoom, tilt, turn, smoothing, The player walks along (the X axis or the Z axis) and plane coordinate |
| Top-down and isometric | Zoom, tilt, turn, smoothing, The player can turn the view by 90° (Z and C) and A click on the ground sends the character there |
The zoom of the views with no perspective is the world units that fit in the screen height: a bigger number shows more of the scene.
Changing the kind later. On the Game card, Kind of game section, or in the menu on the viewport toolbar. The editor warns you: changing it moves no pieces, so a level made for one view may need tweaks in another.
There is a sixth view, Flat (2D from above), which looks straight down. It has no card or template of its own: you pick it in the view menu.
Third person#
A 3D world with the camera behind the character. It is the classic kind and the only one with templates made with no-code Rules.
| Template | What the editor says |
|---|---|
| Blank | A floor, a start and a goal. To start from scratch. |
| Collection | Collect every coin before time runs out. Lava on normal and hard. |
| Platformer | Jump from island to island, ride the moving platform and reach the goal. |
| Race | A track with a turn, a ramp and barriers. Best time wins. |
| Puzzle | A button opens the first door and three keys open the second. |
| Coins against the clock (with code) | The toolkit template: the same collecting game, but with a hand-written script. For those who want to code. |
Controls while playing: W A S D to walk, the mouse to turn the camera and Space to jump.
The tutorial Your first game uses this kind.
First person#
A 3D world seen through the character's eyes. The example is a gallery: you have to switch on three switches by aiming at them to open a gate.
Controls: W A S D to walk, the mouse to look (a click captures the pointer) and Space to jump. The option specific to this view is the crosshair at the center, which is for aiming.
2D platformer#
A side view: you walk and jump on a plane. The example comes with pixel art sprites (the hero, the coins, the flag) and a tile map that draws the terrain.
Controls: A and D to walk, Space or W to jump. Movement stays on one plane.
The option specific to the side view is which axis you walk along. It is in the view menu as "Walk along X" and "Walk along Z", and in Details as The player walks along, with the options the X axis and the Z axis.
Tile maps and sprites are edited in the asset workshop, since editor 0.4.0.
In Details, with nothing selected, the Tile maps category lists the scene's maps (name, plane, size, layers and tiles), each one with its Edit button, and New map at the end. "Edit" opens the map in the workshop tile editor; what you paint comes back into the scene when you export it or play.
In the Content browser, the Sprites filter shows each sprite with its size and its frames. A click opens it in the pixel editor.
The format of those files is in Scenes. Another thing that changes in this view is the bot: it does not plan jumps by itself. That is in Test bot.
Top-down#
A view from above, tilted and with no perspective. The example is a yard with gems and guards, also with sprites and a tile map, which are edited the same way as in the previous section.
Controls: W A S D to walk and Space to jump. If the view allows it, a click on the ground sends the character there, and Z and C turn the view by 90°. In the example the click is on and the turn is off.
Isometric#
A block world seen diagonally, with no perspective. The example is two rooms: you have to find the key, pull a lever that opens the door and reach the chest. Everything here is block pieces, with no sprites or maps, so it can be edited entirely inside the editor.
Controls: W A S D to walk diagonally. In the example both specific options are on: a click on the ground sends the character there, and Z and C turn the view by 90° to see behind the walls.
The tutorial Your second game: an isometric room starts from this example.
2D / 3D hybrid#
It changes views during the match. The example starts in third person, crosses a tunnel in side-on 2D and ends in an isometric plaza.
What changes the view is a zone: on entering, the player switches to another view; on leaving, the previous one returns. It is set in Details, with the zone selected, in the View switch category: the view type with its parameters and the Transition seconds. The See this view in the viewport button shows it without playing.
The editor explains the transition: between perspective and a non-perspective view the camera fades to black; between two of the same kind, it travels.
This is how one match looks, played by the bot, in its three stretches:
A no-code rule can change the view too: the switch the view (camera and controls) action. It is in No-code rules.
Open world#
A world of cubes that builds itself, from a seed and a biome table, where blocks are broken and placed. It is played in first person. The terrain is not made of scene pieces: it is separate data, which the engine builds as the player moves on.
The Open world example template comes with:
- A terrain with seed 2026, 31 kinds of block and 9 biomes: meadow, forest, desert, snowy mountain, tundra, swamp, jungle, ocean and beach.
- An almost empty scene: the spawn point
inicioand a single piece,objetivo, which the script moves to point at the next thing to touch. - A hand-written script with the game: you have to break logs until you gather the wood asked for (2, 3 or 4 depending on the difficulty) and then place that same number of blocks. The score is the time.
When the project opens, the editing camera starts above the terrain, looking at the place where the player appears, and the spawn point marker sits on the ground. The Game view starts there too. Up to editor 0.3.0 both started below the terrain and you had to raise the camera by hand.
Controls, as the Game view reminds you: W A S D to walk, the mouse to look (a click captures the pointer) and Space to jump. The example adds two actions of its own, Break and Place: the buttons for each are in Open world. The crosshair at the center comes checked, and here it is for aiming at the block.
In Details, with nothing selected, the Open world category carries the label editor: coming soon. It shows as read only the seed, the sea level, how many blocks and biomes there are and the biome table (temperature, humidity, height and surface of each), and a single button: Show the project in its folder. The text explains how they are changed today: "The biome table, the blocks and the generator cannot be edited here yet: change them with a text editor under "terreno" in the file escenas/principal.json, and the editor reads them again when the project is opened."
How that table is written, what is saved of the world and its limits: Open world.
An open world can also be programmed by snapping blocks together, with no code: see the open world section of Blocks.
And the players#
Besides the kind, the dialog asks about the players:
| Option | Status in editor 0.4.0 |
|---|---|
| Single player | Available. |
| Local multiplayer | Available: 2 to 4 people on the same computer. It has its own template. See Local multiplayer. |
| Online multiplayer | Disabled, with the label coming soon. It cannot be picked. |