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Inside Terra Vitae Studio

A tour of the Studio, the editor Terra Vitae is built in: its world, item and species editors, and what they can do so far.

Everything in Terra Vitae is made in one place: Terra Vitae Studio, the editor the game is being built in. The worlds, their plants and stones, and the animals are all made there. The plan is for the Studio to come out alongside the game, so you can make your own too. Here’s a tour of it today, with a short video for each of its three editors.

Telluria open in the Studio's world editor, its ground and places outlined.Work in progress · Studio
Telluria open in the Studio’s world editor, its ground and places outlined.

One app, three editors

The Studio opens on a start menu in the game’s own look. From there you can start a new world, species or item, or open the Library, which lists everything there is to edit: the game’s own worlds, species and items, and your own beside them.

Every card in the Library carries a badge saying where it’s from. The game’s own are official. What you make or change is yours. Things made by other people are third party. In the Studio players get, saving one of the game’s own keeps your changes as a copy of your own, and the original stays as it was. (These pictures are from the development version, which is why some say DEV.)

Across the top are the editors: World, Item and Species, with Scripts marked “soon”. All three work the same way: sections down the left, a canvas or preview on the right, and every change can be undone and redone.

Editing worlds

The first world, World 01 in earlier posts, has a name now: Telluria (the Studio still says World 01 for now). It’s a big world that wraps round at its edges: jungle, desert, volcanic caves, ice, crystal caverns and a lake underneath, all painted in layers.

Work in progress · in-game
Terra Vitae Studio: editing worlds. A development preview.

On top of the painting, the world editor is where you say how the world works:

The tools

Shapes drawn in the sky over Telluria: freehand water, an oval of lava, a waterfall with its top bent into a curve, and shade with its corners rounded.Work in progress · Studio
Shapes drawn in the sky over Telluria: freehand water, an oval of lava, a waterfall with its top bent into a curve, and shade with its corners rounded.

Scenery from the sprite sheets

The stand-in scenery is gone. In its place, every sprite on the game’s three hand-drawn sprite sheets (debris, rocks and trees) is an item of its own: 1,222 of them. Flowers, grass, stones, logs, cacti, corals, rock arches and trees, each at a size that fits the world.

In the Scenery tool they’re grouped by kind, and you can type a word or two to find one (“acacia”, “red flower”). Each piece is sized by dragging its corners or with a slider, and goes in front of the animals or behind them as its kind belongs: flowers and stones in front, trees and rocks behind.

An acacia and some blue flowers placed in Telluria's jungle, the tree sized by its corner.Work in progress · Studio
An acacia and some blue flowers placed in Telluria’s jungle, the tree sized by its corner.

Editing items

Items are the things in a world: food, toys like the ball, and now all that scenery. The item editor shows what an item is made of: its size, how it behaves in the world (whether it floats, rolls, or is scenery that never moves), its drawing, and how it lives.

Work in progress · in-game
Terra Vitae Studio: editing items. A development preview.

Some items move. Grass, bushes, reeds, seaweed, anemones, sea plants, sedge and trees sway, each at its own pace, and a tree’s canopy stirs while its trunk stays still. The Studio shows an item’s rig (the parts its drawing is cut into, and where each one turns) and plays the sway in the preview.

Flowers go further: they have life stages. Each one sprouts, grows, flowers, wilts and dies, then starts again, round and round on the world’s clock. How long each stage lasts can be changed in the editor.

A red flower in the item editor, previewed at its flowering stage.Work in progress · Studio
A red flower in the item editor, previewed at its flowering stage.

Every item also says its kind, the set it came from, its tags, and where it’s from. In the video, a flower is given a name of its own and saved: it shows in the Library badged as yours, and straight away in the Scenery tool under Yours, ready to place.

The Library's items: your own first, then the game's own, each with its badge.Work in progress · Studio
The Library’s items: your own first, then the game’s own, each with its badge.

Editing species

The species editor is where the animals are put together. The Pilosa and the Glabra are both in it.

Work in progress · in-game
Terra Vitae Studio: editing species. A development preview.

A species has:

The preview plays any of its motions, from any side, in any coat, at any stage. Step the Glabra through its stages and you can see its young change colour as they grow up.

The Pilosa in the species editor, walking in the preview.Work in progress · Studio
The Pilosa in the species editor, walking in the preview.

As with items, Make a copy in the Library gives you a species of your own to change, badged as yours: in the video, a copy of the Glabra gets an epithet of its own.

The Glabra in the species editor.Work in progress · Studio
The Glabra in the species editor.

Where it’s going

As always, this is a development preview. The Studio, the art and the worlds will all keep changing.

Coming soon to Steam.