[Forum Project #1] Programming - Map Editor
Posted: Sat Dec 15, 2012 9:20 am
Design Document Head: http://game-editor.com/forum/viewtopic.php?f=35&t=12449
Most Recent Release: https://www.dropbox.com/s/1y8dx6sfw0opuxm/RPG%20Template.zip
Summary
This section of the document is dedicated to discussion about the map editor, and how levels work. There may be some redundant information, but that's natural in a design document. We have a early concept build, but are looking for a good clean design interface, and controls.
Programmers
AliceXIII
Features
To Do List
Level Design
Will fill as discussion continues.
Current State
We are still in the early concept phase in terms of everything, so more to come depending on the direction of the project. We are currently visualizing large levels, meant to be explored multiple times. Due to the nature of steampunk it would be good to have a very solid cause and effect system, with at minimum two states (for simple switches). We should aim for a generic solution, allowing for more complex levels. Our primary concern is for the finished exported level, but also in terms of design simplicity for the editor itself. Depending on the results, we can even include the map editor into the game, allowing the players to build their own levels. Remember, the hub itself will be a level, which means we may need to support even more complexity.
Most Recent Release: https://www.dropbox.com/s/1y8dx6sfw0opuxm/RPG%20Template.zip
Summary
This section of the document is dedicated to discussion about the map editor, and how levels work. There may be some redundant information, but that's natural in a design document. We have a early concept build, but are looking for a good clean design interface, and controls.
Programmers
AliceXIII
Features
- Save/Load maps for editing.
- Customizable backgrounds (parallax)
- Player spawn placements.
- Doors mechanic to move between levels.
- Use of spawners for enemies and similar.
- Animatable objects (like gears).
- Linking switches with certain actors.
- Placeable pickups.
- z setting for individual tiles.
- Load functionality for in game testing (able to move the screen around).
- Method of controlling currently enabled actors within the level (for efficiency).
- More to come.
To Do List
- The To Do List
Level Design
Will fill as discussion continues.
Current State
We are still in the early concept phase in terms of everything, so more to come depending on the direction of the project. We are currently visualizing large levels, meant to be explored multiple times. Due to the nature of steampunk it would be good to have a very solid cause and effect system, with at minimum two states (for simple switches). We should aim for a generic solution, allowing for more complex levels. Our primary concern is for the finished exported level, but also in terms of design simplicity for the editor itself. Depending on the results, we can even include the map editor into the game, allowing the players to build their own levels. Remember, the hub itself will be a level, which means we may need to support even more complexity.