Stage Creator Overview
Stages Window Overview
This template features a robust solution that lets you create and edit stages, control game balancing and flow, and more.
Let's take a look at the Stage Creator.
To open it, in the top bar, go to Tools → October → Stage Creator. Or simply press Shift + S.
You will be presented with this window:

This window is split into two parts. On the left, you can see a list of all the stages, with options to add, copy, and delete. Additionally, items on this list are draggable, so you can sort your stages easily.
Upon selecting a stage, the right part will show all the available settings for stages:
Stage Name - will be displayed in the main menu.
Show Objective - an option to display a stage objective.
Stage Objective - a short UI popup at the start of a stage, good for informing the player what to expect.
Stage Image - a preview that will be displayed in the main menu.
Stage Music - a main music file that will play on loop in the stage.
Use Start Ability - an option to grant a "level up" at the start of the stage.
Below, you will find the 2 main sets of parameters for easy balancing - Enemy Stage and HP Multipliers. Set up those to gradually increase the difficulty inside this particular stage.
Stage Features
Now, let's take a look inside a stage. To edit a stage, select one and press the Edit button next to the list. Or simply double-click a stage.
You will be presented with a window that should look like this:

Let's dissect what each part does.
Rooms
The list of Rooms is located on the left. Each room can hold a different environment. These are used to give a sense of movement and progression to the game. Every room has a
Room Options
On top, next to this list, you will find several blocks of parameters:
Group ID (Sorting Groups) gives you the ability to randomize all or certain rooms, in any order you like. If a room has a group ID assigned, it will display next to the room number in the list, like this:

Room Music is a composition that will play in that specific room, resetting to stage music if the next room has no dedicated music assigned.
Timings are designed to give you more control over the flow of the game. For example, if you need a longer pause at the start or the end of the room to display something, etc.
Camera Control
Every room can have a unique shape, direction, etc. For example, you want the camera to move up and down in one room, but the next one has a completely different layout. This is when camera settings come in handy.
With those options, you can set up the camera movement with a few different types of camera constraints:
Free - default unobstructed camera that moves with the player.
Line - linear camera movement, best suited for straight, long rooms (like the default ones).
Fixed - static camera, with a specified center point.
Polygon - custom shape with multiple points for more complex rooms.
Prefab Palette
Below these options, you will find a Prefab Palette, a dynamic list of all prefabs used in rooms of this stage. This feature is very useful when you have a set of objects that appear in most rooms (like room environment or obstacles).
When you place a prefab in any room, it will appear in this list for easy access.
Waves
Next to the list of Rooms, you will find a similar list with Waves.
Waves are used to spawn various things, mainly enemies, to give the game a sense of flow and progression.
Wave Options
Right to the Waves list, you will find configurable options, similar to Rooms:
Group ID (Sorting Groups) for the waves work separately, but exactly the same as for Rooms.
Wave Music is self-descriptive, plays music on wave start until the wave dies or passes.
End Delay - sets a delay for a particular wave, in case you want to space them out, for example, before a tough boss fight.
Wave Progression
Additionally, wave options feature progression fields - important parameters for balancing:
XP - sets an XP amount received after passing a wave.
Gold - amount of gold granted for passing a wave.
Below those fields, you will see statistics for how much Gold and XP are earned after this wave.
Wave Icon
Waves can feature an icon that is displayed on UI between waves - a way to inform the player of what's coming next.
By default, there are 5 distinct icons - for regular fight, boss, healing chest, good, and evil chests, respectively.
Wave Palettes
For ease of use, waves feature two types of quick access palettes - for enemies/bosses and chests. These palettes consist of every enemy or chest that's registered in their databases. Clicking on an item will place it on the scene.
Last updated