A Teo world card holds everything a playable world needs: the chain of levels players move through, a mood for each level, and any artwork your People want to bring. You do all of this on one card, under the section called World manifest (pack.tsv).
Name your world and build the level chain
- Open your world card. Fill in the card details at the top and add a Cover image the same way as on any other card.
- In the world name field, type the name of your world. This is the world's own name, and it can differ from the card title.
- Find the list labeled Level chain. It also shows a count, and a reminder that the first level in the list is where players begin.
- Use the Level button to add a level. Each new level gets a starter path like
levels/level1.tsv; you can rename it in the path field. The top entry's field is labeled path (entry level). - Players move through the chain in order: reaching a level's exit carries them to the next level in the list, and the last exit completes the world.
- When the chain looks right, press Save manifest.
Set each level's mood
Under every level in the chain is a Mood settings group: a small stack of pills named blur, haze, grain, bloom, warmth, and post.
- Each pill starts off, marked Engine default. Leave it alone and the game uses its own built-in feel for that quality.
- Tap a pill to turn it on. A slider appears. Drag it to tune that quality for this level only. Tap the pill again to turn it back off and return to the engine default.
- The post pill is different: turning it on shows a switch called Monochrome-relief composite. Switch it on for a grayscale, carved-relief look, a whole aesthetic with no artwork needed.
- Press Save manifest to keep your mood choices.
Turning a pill on and leaving the slider in the middle is not the same as leaving the pill off. Off means "let the game decide." On means "use exactly this amount." Only touch the moods you want to control.
Bring in your own look
- To replace the world's entire visual style, press Import world.fx (optional) and choose your shader file. Once one is in place, the button reads Replace world.fx.
- To add picture decorations, press Add sprite PNG and choose a PNG image. Levels can then place it by its file name.
Your pack only overrides what you add. Anything you leave out (the look, the sprites) falls back to the game's built-in Anahuac artwork, so you can start with just levels and grow from there.
Shape a level in the editor
- Next to any level in the chain, press Edit level. A full-screen editor opens with the level elements on the left and a live picture of the level on the right.
- Each line of text is one thing in the world: a platform, a climbing vine, a pushable box, a lever, a gate, an exit. As you type, the preview redraws instantly: colored outlines for each piece, a green dot for the player's starting spot, and a blue tint below the water line.
- Watch the Grammar panel under the preview. It says clean when everything reads correctly, or lists each problem with its line number so you can fix it on the spot.
- Keep the movement rules in mind as you build (they appear right in the panel): a full jump clears about 2 units of rise or 3 units of gap, standing on a box adds 1 unit of reach, and climbing only works inside climb zones.
- Press Save + Compile when you are happy, then Back to return to the world card.
What the device shows
On the device, your world appears as a card with your cover image. Players start in the entry level, and each exit they reach carries them onward through your chain until the final exit completes the world. Every level arrives wearing the mood you gave it (your blur, your warmth, your relief look), and any shader or sprites you imported replace the built-in artwork throughout.