I've added the intro, outro and readables to the text level editor. The animated gif shows what that looks like.
Here's the text level that it's running:
Level: Village at Night (SnowySierra) Intro: It was a dark and stormy night. I passed through a cosy village. It seemed rich enough for a visit. n: Dear sister, I will be gone for a while. I have left some gold for you. Please take care. d: I saw a gold piece near the west warehouse, but I couldn't reach it across the water. D: In the south-east area, there's a coin hidden among the barrels. Outro: I left the village and disappeared in the dark of the night. No one ever knew I was there. ................bB...,Et,,www,. .7.#######...########.,,,,tw,.. ...#*Tc---...#5:::5*#....,,,..6 ..B#-n--p#...###::###..D#####.. ...#######....S#.##S...B#SS*#.. ....8...,.,..,,...8.....#4:4#b. .7.,,,,###b,,t,,...######:T:#*. ..,,tw##*##w,,,,.,b#2Tc:#:T:#B. 9,,,9w#1-1#wt,,,,..::::::4:4#.. ,,w,,w#-B-#ww,.w,,.#2:p:#####.6 ,www,w#1-1#Bw,www,.######.B.... ,,w,,t##-##w,,,wd,...Bb..b.b.b* 9,,,9www,ww,,,www...,3,,.3b.b.b ,,,,,*w,,,,,,,,w,P.,,ww,,b.b.b.
The text characters n / d / D are special readables. Each have their own line of text and will sparkle in the level to show players that these notes are interactable. Here I use them for providing clues for coin locations.
I'll play-test and release the next version with this example level in the community levels. Then I'll work on the in-game graphical level. That should make designing levels more accessible ^^