Building this editor is practically like building a game in itself, and in fact some games are essentially extensions of level editors. Having a functional editor is a keystone in development - slick animated models and a deep story are fun and important, but pretty much worthless if you can't place them in a tangible world. Having an editor that's been built specifically to create the world of Ophidian Wars, is like a a big bowl of beef stew on a cold winter night - delicious and meaty. Horrible analogy.
The couple screenshots you see here are an example of the editor and how that translates to the game itself. It's essentially a direct export, outside of important elements that are invisible to the player, like 'hotspots' and spawn points. And the editor allows us to tweak object and character properties, like what items are in a specific vase/pot, and how well a particular boss character can block attacks, etc.
So now the fun really begins. We have all of our art assets completed and functional in-game - now it's time to build a world for them. Up until now that world has only been imagined within my drawing pad. If this were a marathon, we just bashed down the wall and hit our stride. Stay tuned for more and more content in the coming weeks.