Editor authoring model
The in-game editor is not a separate tool. It lives inside the game and edits the same files the engine reads. That single source of truth is the whole point.
One set of files, two ways to edit
Everything the engine consumes lives in the bundle folders on disk:
- Scripts, edited as text.
- Areas, waypoints, and other runtime state, edited through panels that write the same data the managers use.
- Recipes and dialogue, edited through dedicated panels.
The explorer panel shows these files, and panels like the area tool or dialogue editor edit them. Whether you write a script or drag a box, the engine sees the change at the next reload.
The editor writes script state, not magic
An area you draw with the area tool becomes an Area object with modules. A dialogue you build in the dialogue editor becomes a DialogueTree. The editor does not invent a parallel format; it produces the same objects your scripts would. That is why the two approaches are interchangeable.
Errors surface while you type
Because the editor parses Groovy, syntax errors appear in the code editor and in the Problems panel as you type. Script errors that survive to a reload show up in the console. You fix them in place and reload again.
Reload is the loop
The authoring loop is short:
- Edit a file or a panel.
- Save.
- Run
/engine reload. - See the result.
Sessions stop and restart during reload, so state you want to keep must be in persistent data, not in memory.