lunes, 23 de noviembre de 2015

Editor

Game will have 4 modes:
Play: Normal way of playing the level.
Editor: Editing the level.
Test: Playing the level through the editor, the player can instantly switch from/to editor mode at any moment, make changes, start at any position, disable damage, click and drag the avatar, change some characteristics of the elements...
Publish: Playing the level in the normal way without using checkpoints when dying. the level must be beat in succession from each checkpoint.

Editor mode

  • Center: Level overview. Bottom: horizontal slider. Right: vertical slider.
  • Top left: Level commands (Save, Load, Save As, Exit Editor).
  • Left: Subworld toolbox (theme selection, subworld size, add subbworld, remove subworld, select subworld...). Under it: properties panel.
  • Bottom left: Test, Publish, Edit.
  • Right: Elements in tabs (Geometry, enemies, obstacles, powerUps, Misc...). Under it: Mode select, Undo, Redo, Multiple Selection.
  • Bottom right: Zoom controls.
  • Bottom: Level overview.

Everything can also be achieved with shortcuts.

Workflow
Dummy subworld added by default: 24x24, with starting point at the left and goal at the right, both at the bottom.

Click an element on the tabs to select it. For some elements, click on the + button on the bottom right of each element to open the properties panel. The mouse cursor will show the element that will be added.
Click anywhere on the main window to add the selected element to the level. Click on an empty space and drag to add multiple elements.
Some elements have variations: use the mouse wheel to change the variation of the active element.

Properties
Properties are the characteristic of every element that can be changed, like the walking speed of an enemy. When the player selects an element on the right tabs, the properties panel will show the data of that element. Changes made in the properties panel will affect all instances created after that.
However, if the player clicks on the + symbol on an element which has already been added to the level he will be able to change the properties of that instance only.

The different values that can be applied to each property are locked: this means that for example the player will be able to select slow, normal or fast walking speeds for an enemy, but won´t be able to set the speed to an arbitraty number.

Structure
Each level will consist of the following data:
Name
ID
Timestamp of creation
Timestamp of last modification
Number of subworlds
Theme[NSubWorlds]
Width[NSubWorlds]
Height[NSubWorlds]
Scrolling[NSubWorlds] = None, Horizontal, Vertical, Custom
Geo[NSubWorlds, width, height] = Empty, solid, semisolid...
Enemies[NSubWorlds, NEnemies]
Items[NSubWorlds, NItems]






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