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Re: [pygame] Level editing thoughts
I generally write a new editor for each game I make, completely tailored to the game. My first pygame project was so bloated and focused on "making the ultimate engine that can do everything and has an awesome editor" that I just never got around to finishing the game. Ever since then I have been having a blast doing everything I can not to run into the same rut :)
A shoot 'em up I was working on uses a web-based editor that edits a database full of all of the game stats, which is a really nice way to be able to tweak stuff quick without even having to load the game. The last contest game I made has a really bizzare but quick to use editor. Heh, it was really strange because every action you did would save and then execute the function. So the "level" is just a saved queue of function calls. Each function knows how to undo itself, so when you load a level, you can still undo all of your actions one by one.
There is definitely a lot of innovation you can have beyond just tile editing and object placing in an editor.
Actually, about recording, I used that in my shooter game to record boss scripts, it worked pretty well. I think an ai editor would be a really nice feature to have, but you kind of have to have a nice ai engine to go along with it.
For the record, most of my editing functions are in-game editors rather than seperate tools. Need to fix a tile or move the starting location? Just pause the game and away you go. But it really depends heavily on the game.