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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.

One card per kind. Picking one changes the template on offer.
KindGame viewTemplatesBuilt with
Third personThird personBlank, Collection, Platformer, Race, Puzzle and Coins against the clock (with code)No-code rules, or code
First personFirst personFirst person exampleCode (Rules can be added)
2D platformerSide (2D platformer)2D platformer exampleCode, sprites and a tile map
Top-downTop-down (from above, tilted)Top-down exampleCode, sprites and a tile map
IsometricIsometricIsometric exampleCode (Rules can be added)
2D / 3D hybridChanges during the match2D / 3D hybrid exampleCode and view-switch zones
Open worldFirst personOpen world exampleCode 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.

ViewParameters in Details
Third personField of view, distance to the character, tilt and smoothing
First personField of view, eye height, smoothing and Crosshair at the screen center
SideZoom, tilt, turn, smoothing, The player walks along (the X axis or the Z axis) and plane coordinate
Top-down and isometricZoom, 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.

The Collection template in the game view.
TemplateWhat the editor says
BlankA floor, a start and a goal. To start from scratch.
CollectionCollect every coin before time runs out. Lava on normal and hard.
PlatformerJump from island to island, ride the moving platform and reach the goal.
RaceA track with a turn, a ramp and barriers. Best time wins.
PuzzleA 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 bot playing the Collection template.

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.

The game view in first person.

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.

The bot switched on the three switches and the gate opened.

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.

The side view with the tile map and the sprites.

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.

The view menu, with the options of the side view.
The bot halfway through the level.

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.

Each map with its Edit button.

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 project's sprites.
A click on a sprite opens its drawing.

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.

The top-down view of the example.

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.

The bot collecting gems, with a guard nearby.

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.

The isometric view of the example.

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 bot after pulling the lever.

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.

The hybrid starts in third person.

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.

A zone's view is edited in Details.

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:

Stretch 1: third person.
Stretch 2: inside the tunnel, side view.
Stretch 3: the plaza, in isometric view.

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 inicio and 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.
The cube world in the Editing view and, in Details, the Open world category.

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.

The bot gathering wood.

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:

OptionStatus in editor 0.4.0
Single playerAvailable.
Local multiplayerAvailable: 2 to 4 people on the same computer. It has its own template. See Local multiplayer.
Online multiplayerDisabled, with the label coming soon. It cannot be picked.

Next#