The editor

Blueprints

A blueprint is a kind of thing rather than a thing: every crate breaks the same way, so what breaks is written once and each crate in the level is one of these. Drag a row into the viewport and it becomes an entity — named, with properties, and something can happen to it.

The kind, not the thing

The shooter is fifty-seven entities from fourteen blueprints: four poppers share one popper, and the rule that makes a popper get back up is one row, not four. That is the whole argument for the panel — behaviour lives on the kind, position lives on the thing, and forty crates are one edit.

The Blueprints panel with the shooter's fourteen blueprints listed and the target blueprint open on its model picker

The shooter's blueprints, with target open.

  1. 1Starters and New: one press makes a working save point, a player body, a peep, or an enemy.
  2. 2The list — each row is a kind, with how many entities of it stand in the level. Drag a row in to place one.
  3. 3The open blueprint’s model — swap it from the picker, or hide it entirely.
  4. 4The picker: search, packs, and every model the document’s declared packs offer.

The panel

Clicking a row opens the blueprint under the list; everything below the model — the fields in the next section — scrolls in the same column. Deleting a blueprint is blocked while any entity or rule still uses it, and the refusal names the blockers, because a kind that vanishes under its things is a document that will not open.

Every field on one

ModelOne model from the picker — or several, as parts: sub-models with their own offset, turn, scale and parent socket, so a turret is a base plus a barrel that can move on its own.
Seen at playOff, the blueprint is a place only: invisible, still named, still moveable, still a rule’s teleport destination. Waypoints and markers are this.
PoseFor rigged models: the clip the body rests in, picked from the clips the level can see — including the ones the animator saved into this document.
LightColour, brightness, reach. A lamp is scriptable at runtime (self.intensity, self.range, self.colour) — and only a blueprint the document called a lamp can be lit from a script at all.
Collides asMeasured shape (the model, voxelised), walk-through, or a typed box. Opposite question from physics: this is “does it stop others”, physics is “does it get stopped”.
PhysicsOff, it is scenery. On, it is a body: it falls, bounces, and walking into it pushes it — with gravity, bounce, mass, friction, drag and roll to tune.
PropertiesNamed starting numbers — hp, ammo, whatever the rules read. A missing property reads as zero.
TagsFree-text labels a rule can match on. The engine never reads them itself.
Rules & scriptThe blueprint's triggers (rules) and at most one script, which every entity of the kind runs with its own variables.

Starters

The buttons above the list are ready-made blueprints in a single undo step: a save point that is a working checkpoint (flag model, walk-through, enter → checkpoint), a player body, a peep — the same body on an animal skeleton — and an enemy: somebody to shoot, with health, that scores when it goes down. They exist because the empty-panel moment is where most levels die.

From a placed piece

A placed piece that turns out to need behaviour does not have to be rebuilt: select it and press make it a blueprint. It becomes an entity of a new blueprint, in its place, keeping position, turn and size — and the placement is consumed rather than left behind, because two identical-looking things in one cell that behave differently is worse than either.