Script ·

Map Editor

You can see the repository in my GitHub page here.

Skeleton is aimed as an open world experience. During the developement process it was obvious the traditional scene tradition was not optimal.
The challenges faced were:

  • Diverse Environments: The game presented various environmental settings for players to navigate
  • Multiple Exits: Most scenes required multiple exit points for the player’s progression
  • Memorizing all available exits in each scene proved to be an inefficient approach, prompting the need for a more practical visualization solution

Solution:
To address these challenges, I leveraged the UI Toolkit to develop a custom editor window. Within this window, we incorporated nodes, with each node representing a scene. These nodes featured the following key elements:

  • Title: this field denoted the scene’s name
  • Input ports: Representing exits on the left side of the screen and the scenes to which they led
  • Output ports: Representing exits on the right side of the screen and the scenes to which they led
  • Image: A visual preview of the scene, allowing quick identification

Insector:
When selecting a node in the editor, the Inspector view became visible. In this view, we implemented a feature that enabled the assignment of enemy spawns for that particular level. This flexible system can be further extended to cater to additional requirements as needed.