Editor feature coverage

The game can load some settings that do not yet have a dedicated editor control. This page separates those gaps from options that belong to a play session or are not implemented by the game.

Area Available in the editors Remaining gaps or limits
Mod rules Gameplay Rules covers combat toggles, player limits, health, global multipliers, randomization, score lives and classic behaviour. Difficulty Settings handles per-difficulty/per-player balance. additionalCharacters, additionalMechanics, allowedCharacters and global pre/post-update Lua hooks still need config.json.
Characters Sprites, animations, boxes, behaviour, logic events, script references and audio references. The Add Event picker includes all 24 current concrete event types, including Spawn Enemy. Audio pickers recognize WAV, MP3 and OGG in both Sounds and Musics. Lua source is edited in a text editor. Palettes are edited in-game.
Levels Scenes, spawns, walls, scrolling, layers, animation, music and special screens. Widescreen centering and special-screen character-image flags are exposed in the Inspector. copyAltPalette is preserved in files but currently has no runtime consumer; it is not offered as a working toggle.
Audio Sound/music imports, Classic replacements, playback and loop points. Audition loops in the game too; editor playback alone does not test gameplay triggering or mixing.
Palettes Editable variants, reference images, colour groups and frame previews. Default palettes are read-only. Deleting a variant renumbers later variants; spawn references need checking.

Rules with engine limits

  • Enemy count: the current game queues one extra spawn when enemiesMultiplier is at least 2. Its session serializer also clamps this field to 1–2. Values such as 4 or 8 do not currently produce four or eight times the enemies. The mod-rules editor therefore offers 1–2.
  • Randomizer seed: the session format stores one byte, so the editor accepts 0–255.
  • Shared lives, duplicate characters and stiffness: these are session configuration values, not fields in GameSessionData. Making them permanent mod rules needs engine/configuration support first.

Best next usability improvements

  1. Add undo/redo and a visible saved/error indicator across all three standalone tools. Autosave is convenient, but users need a clear recovery path.
  2. Add guided character and stage templates that start with a playable example.
  3. Add asset pickers for pack imports and allowed characters, with missing-dependency checks, instead of requiring names or hashes in JSON.
  4. Add a pre-export check that links missing sprites, audio, scripts and invalid references back to their editor fields.

For manual configuration, use the pack config reference. This is a source review of editor coverage, not a guarantee that every supported combination has been tested in gameplay.