Nope. It's a 2D engine, everything is done via spritesheets. If you know how to create an image, you know how to create content for the game. All of the menus are done in HTML, and all definitions are done in a human-readable format. For example, here's a material that animates: {
"name": "test-chest",
"diffuseMap": "materials/objects/act1/chest-test.png",
"sequences": [
{
"name": "end",
"row": 1,
"numframes": 1,
"loop": true
},
{
"name": "initial",
"initial": true,
"row": 0,
"numframes": 1,
"loop": true
},
{
"name": "operate",
"row": 2,
"numframes": 4,
"fps": 5,
"loop": false
}
],
"sequenceData": {
"rowheight": 41,
"framesize": 45
}
}
And of course, you can create new levels in this file: // Levels.json, which defines all of the levels in the game
{
"Act 1 - Town" : {
// Basic properties
"name": "Survivor's Camp",
"toName": "To the Survivor's Camp",
"preset": true,
"first": "act1town1",
"vis0": "Frozen Sewers Level 1",
// Construction
"act": 0,
"worldX": 0,
"worldY": 0,
"sizeX": 16,
"sizeY": 16
},
"Act 1 - Sewers 1" : {
// Basic properties
"name": "Frozen Sewers Level 1",
"toName": "To the Frozen Sewers Level 1",
"preset": true,
"first": "act1sewer_test",
"vis0": "Survivor's Camp",
"vis1": "Frozen Sewers Level 2",
// Construction
"act": 0,
"worldX": 25,
"worldY": 0,
"sizeX": 50,
"sizeY": 50
},
"Act 1 - Sewers 2": {
// Basic properties
"name": "Frozen Sewers Level 2",
"toName": "To the Frozen Sewers Level 2",
"preset": false,
"vis0": "Frozen Sewers Level 1",
"vis1": "Frozen Sewers Level 3",
// Construction
"act": 0,
"worldX": 100,
"worldY": 1,
"sizeX": 50,
"sizeY": 50,
// DRLG
"maze": "Act 1 - Frozen Sewers"
},
"Act 1 - Sewers 3": {
// Basic properties
"name": "Frozen Sewers Level 3",
"toName": "To the Frozen Sewers Level 3",
"preset": true,
"first": "act1sewer_etrNE",
"vis0": "Frozen Sewers Level 2",
// Construction
"act": 0,
"worldX": 175,
"worldY": 0,
"sizeX": 50,
"sizeY": 50
}
}
It's all designed to be VERY easily picked up by modders and artists.