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levels/README.md
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levels/README.md
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# Creating Custom Levels for Wicked Quest
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Want to add your own levels? It's pretty simple! Every level is a JSON file, and you can create as many as you want.
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## Getting Started
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1. Make a directory under levels/ with your level pack name:
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levels/My Cool Levels/
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2. Start with 1.json in your new directory. Each level after that is numbered in order: 2.json, 3.json, etc.
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## Basic Level Structure
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Every level needs these things:
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{
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"level_id": 1,
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"name": "My Level",
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"description": "Set the scene for your level.",
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"locked": false,
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"player_start": {
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"x": 0,
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"y": 0
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},
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"boundaries": {
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"left": 0,
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"right": 200
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},
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"ambience": "Graveyard Blitz.ogg",
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"footstep_sound": "footstep_stone"
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}
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If you set locked to true, the player may not leave the level until all enemies have been defeated. Drop custom ambience files, e.g. music or creepy sound track in sounds/ambience. Add custom footstep sounds into the sounds directory.
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## Adding Objects
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All objects go in an "objects" list. Here are some examples of what you can add:
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### Coins (Bone Dust)
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{
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"x_range": [5, 8],
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"y": 3,
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"sound": "coin",
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"collectible": true,
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"static": true
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}
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### Coffins
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{
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"x": 15,
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"y": 3,
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"sound": "coffin",
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"type": "coffin",
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"item": "extra_life"
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}
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Items are optional, can be extra_life, hand_of_glory, jack_o_lantern, or anything from graves.
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### Graves
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{
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"x": 35,
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"y": 0,
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"type": "grave",
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"sound": "grave",
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"static": true,
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"zombie_spawn_chance": 20,
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"item": "shin_bone"
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}
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Zombie spawn chance is 0-100, higher means more zombies. Item is also optional, can be shin_bone, guts, or any item from coffin.
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### Enemies
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{
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"x_range": [20, 35], // patrol or hunting range
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"y": 0,
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"enemy_type": "goblin", // goblin, witch, ghoul, boogie_man, ghost, revenant
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"health": 4,
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"damage": 2,
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"attack_range": 1.5,
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"attack_pattern": {
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"type": "hunter",
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"turn_threshold": 5
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}
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}
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Attacks can be "hunter" or "patrol". The "patrol" option does not use the "turn_threshold" option. The "turn_threshold" option is how quickly the hunting enemy will turn around to attack the player. Hunters will leave their area to pursue the player once he has entered the enemy's range.
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### Hazards
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#### Skull Storm
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{
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"x_range": [40, 60],
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"y": 12,
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"type": "skull_storm",
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"damage": 4,
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"maximum_skulls": 2,
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"frequency": {
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"min": 1,
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"max": 4
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}
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}
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The maximum setting is how many skulls can be falling at once. Frequence is the number of seconds that can expire before the next skull falls.
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#### Catapult
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{
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"x": 55,
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"y": 0,
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"type": "catapult",
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"fire_interval": 4000, // milliseconds between shots
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"range": 25
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}
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#### Spider Web
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{
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"type": "spider_web",
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"x": 15,
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"y": 0
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}
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## Creating New Enemies
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Want to add a new enemy type? You'll need two sound files in the sounds directory:
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- enemy.ogg - The sound the enemy makes while alive
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- enemy_dies.ogg - The death sound
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For example, to add a werewolf enemy:
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- Add werewolf.ogg and werewolf_dies.ogg to the sounds directory
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- Use "werewolf" as the enemy_type in your level file
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## Tips
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- Add at least 33 coins per level
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- Space out hazards to give players a chance
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- Enemy health:
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- Regular enemies: 4-6 HP
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- Mini-bosses: 8 HP
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- Bosses: 40+ HP
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- Lock boss levels with "locked": true
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- Test your levels thoroughly!
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Check out the Wicked Quest levels for more examples.
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