← All stories
2014

A level editor you paint with — and an argument about “feeling” the game

The match-3 template we bought on the Asset Store came with no real level editor: a level was just a prefab, and you marked cells somewhere deep inside it.

My first step was an editor script that showed the board as a grid, where each cell could be set from a dropdown. It worked, but it wasn’t pleasant. So I asked our art director how he would want to build levels. His answer: like a paint program — pick from a palette and draw.

So the editor became a two-pane window. On the right, a palette of everything that can be on the board at the start — walls, teleports and the rest. On the left, the board: click and the cell is painted. And a Play button: no copying, no searching for the right scene — one click and the level you just drew is running, so you see at once how it plays.

The level editor in use at MadSword

The editor at work in the MadSword office: the board being painted on the left screen, the palette of pieces next to it.

The tool settled one argument but started another. Our game designer — the same person whose balance work on Steam Defense I admired — got stuck. He said he couldn’t design levels yet: until the game had its sounds and final art, he couldn’t feel how it played.

My answer: the mechanics are done. Pieces fall, combos explode, and that won’t change. You could design these levels on paper. Missing animations shouldn’t stop you from making a level that plays well.

What I took from it:

  • Ask the people who will use a tool how they think about the task — the palette idea came from the art director, not from me.
  • The shortest path from “edit” to “play” is the most valuable button in any editor.
  • Separate the mechanics from the juice. Levels can be designed, tested and balanced long before the game looks finished.