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Content Studio

Warden Studio

A suite of visual tools for building the one-hero dungeon crawler — draw sprites, forge enemies and gear, and lay out floors, then paste the output straight into the game.

01
Draw sprites
Enemies, props, walls — at every distance
02
Forge content
Enemies & items reference sprites by name
03
Lay out floors
Paint dungeons; place foes, traps, gates, levers & objects
04
Runs on the Thumby
Paste the Python; puzzles & animations are live
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Sprite & Mip Studio

Foundational

Paint 2-tone dungeon sprites at three distance mips (near / mid / far) with a live first-person preview at each depth. Billboard enemies, floor props, torches, wall textures, and quest objects (chests, masks, shrines).

makes → sprite art dicts for enemies.py / props.py / objects.py
Open studio →

Enemy Creator

Bestiary

Set stats, AI, and elemental weaknesses / resistances, and attach a sprite by name. Live preview of the foe at every distance plus its combat condition ladder.

makes → BESTIARY entries for enemies.py
Open creator →

Item Creator

Loadout

Build weapons, armor, relics, light sources, and consumables — stat modifiers, granted abilities, and use effects — with an in-game readout of how each reads and plays.

makes → ITEMS entries for items.py
Open creator →

Class Editor

Archetypes

Author the classes you pick at the start of a run — stat deltas, starting gear and pack, a passive, and the picker blurb — with a live readout of the resulting HP, energy, attack, evade, and pursuit speed (how easily that class outruns a chaser).

makes → CLASSES entries for classes.py
Open editor →
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Floor Editor

Dungeon

Paint walls, doors, stairs, and secrets; place enemies and the full interactive kit — floor traps, timed spike gates, wall levers that slide walls open, lore lecterns, and use-prompt objects (chests, masks) with data-driven outcomes. Walk a live first-person preview.

makes → Floor data for world.FLOORS · Load Demo shows every piece
Open editor →

How it fits together

Each tool is self-contained and exports drop-in Python that matches the game's own format exactly. Content links by name: an enemy references a sprite like "art": SKELETON, a floor references an enemy by "key": "skeleton". Paste a tool's output into the matching file — enemies.py, items.py, props.py, or world.py — and it runs.

The game now loads this content for real: floors chain through the stairs (world.FLOORS), props and objects render as billboards, and the interactive kit runs — step on a trap, time a spike gate, throw a lever to slide a wall aside, search a hidden door, read a lectern, or use an object for a YES/NO choice (wear it, gamble on treasure, reveal a secret).

The tools now author behaviour, not just data and art. The Floor Editor sets an enemy's behavior (patrol / pursuit / hold) with its speed and leash and lets you draw its patrol route on the map; wires a lever or pressure plate to any number of targets with an explicit state verb (open / close / toggle / arm / disarm), so a plate can shut a door and disarm a trap; places altars whose choices carry real effects (bless, curse, heal, a stat trade, loot); and paints a per-cell theme id so a room or a corridor can use its own wall/floor/ceiling set. The Class Editor authors the classes you pick at the start of a run. Bundle a theme in the Sprite Studio and the Floor Editor picks it up automatically, so you can paint it straight away.

Transitions are procedural — not stored frames. A shared anim module fades from a direction, dither-dissolves things in and out, and slides doors open; it drives the intro cards, entering combat, opening a door, and using an object. Swap the placeholder intro frames in intro.py for your own art whenever.

Multi-floor descent Puzzle mechanics Interactive objects Procedural animations Wall textures + accents Byte-exact exports Next · authored dungeon + story

Warden — first-person grid dungeon crawler for the Thumby · tools live in projects/Warden/tools/