A level editor!

Posted by (twitter: @nddrylliog)
December 15th, 2012 10:24 pm

I’m working on our level editor while @bigsylvain is sleeping :) (it’s about 6:15AM here in Switzerland)

Here are a few screenshots:

Screen Shot 2012-12-16 at 5.43.43 AM

Duck attack! Testing mass cloning :)

Screen Shot 2012-12-16 at 6.13.15 AM

 

The editor has many common features in editor: single select with click, drag to move, click outside to deselect, shift-click to select several objects. Holding ‘ctrl’ while you drag an object snaps it to the grid. Holding ‘d’ and then dragging an object (or group of object) clones them. Delete or backspace removes the selection.

I  might add box-select because it sounds really useful :)

Insertion is minimalist for now, pressing ‘i’ opens a dialog, you can type the item name, like “duck” or “red-sofa” and it appears at the cursor’s position. I want to add autocompletion to that later.

All items are defined using a simple declarative scheme: all of them have a file lik “assets/items/name.yml” with different attributes specifying the appearance, physical properties etc. of the item.

One big thing that’s missing is of course swapping between layers of the game, we have at least 5 different layers, and the item types that can appear in these layers are different, so there’s some stuff to be done. And then of course actually loading/saving levels to .yml files, but that shouldn’t be too hard.

Of course when all that is done we’ll have none of the AI.. :) I’m still far from done, but we’re doing the LD72 so it should be fine.


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