Why I build my own level editors
Instead of writing levels as text, I built an editor for each game that runs in the browser. I draw a level with the mouse, the editor uses the game's own code, and the open game reloads by itself when I save. That way I see problems while I build, instead of play-testing every idea by hand.
Cog and Balls editor
The editor has 12 tools: three wheels, start, goal, spikes, gates, lava, switch, off cogs, portals and an eraser. A live preview next to the grid lets me play the level as I build it. Every level is checked automatically in the background:
- Solvable with only the moves a real player can make, with the shortest solution written out turn by turn.
- No dead ends: no position the player can reach makes the level impossible.
- Needs more than one wheel, and a warning when most cogs do nothing.
- A difficulty score, so I can order the levels from easy to hard.
A generator invents extra levels and keeps only the fair ones, and a pacing check makes sure a hard level is followed by an easy one. I pick and order the final levels myself.
The Cog and Balls editor: level 109 open, every check passed, and the live preview on the right.
Lootseum editor
Here I draw walls and floors, the start, three gems, hiding spots, guard patrol routes, lasers, wall panels, cameras, and 68 kinds of furniture and wall decorations. One key tests the level inside the editor. A live list of problems catches mistakes while I build: a missing start, guard waypoints inside walls, lasers that pass through walls, or lasers with no panel to switch them off. Saving keeps the last 30 backups.
The Lootseum editor: the Paris level with guard routes, lasers and furniture.