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Map Editor Improvements

Hey,

I have mainly been working on the map editor in the last few weeks. The idea is that I can create a mission in as short a time as possible and that dedicated players who want to build their levels can do so quickly.

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[h2]Creating Brushes[/h2]

Most of the current work is placing props (trees, stones and other objects) with which the player often only indirectly acts but improves the level visually.
To make this easier, I have implemented "brushes", as you know them from drawing programmes. "Brushes can be created using copy & paste and a layer system that differentiates between decals and props.

Once a brush is created, it can be saved and reused any time. Since this is a simple JSON file, it can be shared between players. Brushes and missions can be made available to everyone via the Steam workshop in the EA version.

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[h2]Using Brushes[/h2]

When a brush is selected for drawing, it can be scaled, rotated and randomised. Randomisation means that the rotation and scaling of the individual objects inside it are changed to prevent a pattern structure.



Brushes can consist of "decals" and "props" or only "decals" or only "props". When it is positioned, objects that collide with others on the map (red mark) are not placed. Decals currently have no collision and can always be placed on top of each other. Among other things, this means that larger brushes, that are used frequently, don't necessarily create unwanted visual pattern.

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[h2]Clear Brush[/h2]

The "Delete Brush", which can be resized, removes decals or props or both, depending on which layer is selected.



Brushes can also be removed or renamed in the Brush Editor. A preview of each Brush is still missing to make it easier to recognize them. Here is a video that shows Brushes with all features in detail:

[previewyoutube][/previewyoutube]

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[h2]Base Influence Radius[/h2]

Another feature that has made it into the reworked editor is the ability to changing influence radii for bases, which is briefly shown here. This opens up a whole variety of new game mechanics which I am currently exploring, e.g. increasing the base radius depending on your Wizard Tower upgrades etc.



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[h2]Experimental Base Borders[/h2]
This is an experimental feature I'm still working on. Since the circle base border looks boring, I'm testing a territory grid that uses a Voronoi algorithm to create interesting influence borders. This would open up some cool mechanics for bases as well. I am still in the design process, so I can't make any promises yet.



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[h2]Next Steps[/h2]
Players who have used the editor before have probably noticed while testing a level. The game often jumps right back into the editor, and the reason for this is currently not displayed.

Most of the time quests are missing, bases aren't assigned to the players, or players have no troops or resources available.

The problem with quests is solved by automatically creating a standard one when saving the level.
For the other problems, a "level check" feature is still being worked on that directly shows the creator which problem is still present.

Currently, bases need to be created individually, which can be quite a long process, so the next step is to be able to save and load base layouts.

Another important feature I am still working on is the undo/redo feature.
I don't think it needs an explanation on how important that is.
There will be additional changes like hotkeys and help tooltips to make creating levels more comfortable.

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[h2]Map Editor Contest[/h2]

As soon as the editor has all the features described, we will announce a contest where you can win a game key of "Heart of Muriet" among other things.

Please join our discord to stay up to date! :)