Using the Editor for Playtesting
Last updated
Last updated
The Godot editor provides extra tools that help make playtesting more efficient. This page goes over some of these systems.
You can skip the game's menus by directly loading the stage scenes using Godot's File System.
All the game's levels are stored in res://area/WORLD/ACT NUMBER/ACT NAME.tscn. For example, the first act of Sand Oasis is stored in "res://area/1 sand oasis/act 1/MainAct.tscn."
Then, instead of pressing "run project [F5]," press "run current scene [F6]".
Every stage has a node called "CharacterSpawn" located in Stage -> ActName -> SpawnPosition -> CharacterSpawn. Move this node to change the starting spawn position.
Side note: SpawnPosition is the default starting position. You can return to it by resetting the CharacterSpawn's "Position" property.
Unfortunately, just moving the starting position isn't enough, as you may end up with incorrect level geometry and stage objects.
To fix this, [RIGHT CLICK] on the level's "Static" node, then enable "Editable Children" if it is not enabled already.
Toggle the visibility of each node under "Static -> Visuals" to find the corresponding area. Then check "Start Enabled"
Do the same thing for the object map located under the "Act" node.
Now that all the objects and environments are loaded correctly, the only remaining issue is the camera.
To fix this, change the Static node's InitialCameraSettings
property to an appropriate camera resource (.tres
file whose name ends with Cam
).
The names of the camera files typically line up with the environment or object map's node names.
An alternative method is to load the level and keep moving backward until passing the previous camera trigger, then moving forward again.