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I've added the intro, outro and readables to the text level editor. The animated gif shows what that looks like.

Here's the text level that it's running:

Level: Village at Night (SnowySierra)
Intro: It was a dark and stormy night. I passed through a cosy village. It seemed rich enough for a visit.
n: Dear sister, I will be gone for a while. I have left some gold for you. Please take care.
d: I saw a gold piece near the west warehouse, but I couldn't reach it across the water.
D: In the south-east area, there's a coin hidden among the barrels.
Outro: I left the village and disappeared in the dark of the night. No one ever knew I was there.
................bB...,Et,,www,.
.7.#######...########.,,,,tw,..
...#*Tc---...#5:::5*#....,,,..6
..B#-n--p#...###::###..D#####..
...#######....S#.##S...B#SS*#..
....8...,.,..,,...8.....#4:4#b.
.7.,,,,###b,,t,,...######:T:#*.
..,,tw##*##w,,,,.,b#2Tc:#:T:#B.
9,,,9w#1-1#wt,,,,..::::::4:4#..
,,w,,w#-B-#ww,.w,,.#2:p:#####.6
,www,w#1-1#Bw,www,.######.B....
,,w,,t##-##w,,,wd,...Bb..b.b.b*
9,,,9www,ww,,,www...,3,,.3b.b.b
,,,,,*w,,,,,,,,w,P.,,ww,,b.b.b.

The text characters n / d / D are special readables. Each have their own line of text and will sparkle in the level to show players that these notes are interactable. Here I use them for providing clues for coin locations.

I'll play-test and release the next version with this example level in the community levels. Then I'll work on the in-game graphical level. That should make designing levels more accessible ^^