Zombie Kingdom Wiki
  • welcome
    • 👋 Introduction To A Subject
    • ⏱️ Join Quickly
    • 📣 Early Access To Test Qualifications
    • 📍 Official Link
  • game
    • 🌍 World View
      • 🧟‍♂️ Story
      • 🧟‍♀️ Role
    • 📂 Item Related
      • 🫀 Item Function Overview
      • 🧠 Item Rarity
    • 🎯 Gameplay
      • 🔹 Operation Control
      • 🔹 Basic Game Play
      • 🔹 Game Mode
        • Adventure Mode
        • Season Bounty Arena
        • Extreme Battle
        • Real Machine Demonstration
    • 🎮 E-sports
  • Marketplace
    • 🏦 Basic Functions
    • 💰 How To Apply The Game After Purchasing The Collection
  • economy
    • 🎃 Target Group Classification
    • 👑 Economic Components
      • 🏞️ Land
      • ⚔️ Weapons Room
      • 🧬 Technology Room
      • 🦠 Synthetic Materials
      • 🦾 Clothing Room
      • 🌀 Rune
      • 🔋 Energy Tank
      • 🎫 Bounty License
    • 🪙 $ZOB Token
      • Token Design
      • Delivery Ratio Overview
    • 💎 Crystal
  • wallet
    • 👛 Decentralized Wallet
    • 🏛️ DEX
  • Creator Ecosystem
    • 😈 Community Creative Culture
    • 📄 Game Making Tools
  • Community & DAO
    • 🏠 Community
    • 🔩 DAO
  • Core Technology
    • ⛓️ Sidechain Network (Zombie-Zero)
    • 🧩 Game Engine
    • 👨🏻‍🔬 Customized SDK
  • roadmap
    • 📡 Product Release
  • team
    • 👻 Team Member
    • ❗️ Disclaimer
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On this page
  • 🎈 Resource Editor
  • 🎈 Level Editor
  • 🎈 Modular
  • 🎈 Custom gameplay
  1. Creator Ecosystem

📄 Game Making Tools

Last updated 1 year ago

🎈 Resource Editor

Upload your own 3D model through the resource editor, which needs to comply with settings and some specifications. Ratings and feedback from the community may be included in the game, and these contributors will not only be rewarded by us, but also receive a share of the sales of their items.

🎈 Level Editor

We will open a community-specific level editor, and also open some in-game assets for authors to use. Map creations based on community reviews will be included in the game.

🎈 Modular

In order to allow more creators to join, it is more flexible and has high reusability. We will build a series of widely used modular assets. These assets produce various changes under the shape of certain rules. The following options are available: Shading, Material, Size, Normal. In this way we will be able to generate an unlimited number of non-repeating props.

🎈 Custom gameplay

We will open the game customization function in the map editor. Map creators can evolve a variety of gameplay based on the basic core combat. Design multiple winning conditions.