00:00
00:00
Jamessimo
I'm back baby.

James Simonson @Jamessimo

Age 35, Male

Punished Dev

China

Joined on 3/8/07

Level:
10
Exp Points:
1,006 / 1,110
Exp Rank:
68,137
Vote Power:
5.22 votes
Rank:
Town Watch
Global Rank:
52,298
Blams:
94
Saves:
64
B/P Bonus:
2%
Whistle:
Normal
Trophies:
1
Medals:
82

Sociable game development

Posted by Jamessimo - November 23rd, 2019


I have been working on opening up Pimps Quest 2 codebase to the public, however during this time I found a much bigger issue.


its hard as hell to make levels


The reason for this is a mixture of the way items are placed (you have to define its X, Y position in code as well as what it is, attach animations and any functions to it) along with some weird issues like technically having 2 games scenes at all time.


this is all standard practice if your a programmer, however I want to make the game a little bit more accessible to people who are game designers and come from a more traditional flash background.


so what I’ve done is started work on making a very robust level/scene editor. I hope is to make it easier for people to simply drag and drop what they want in the scene and define the object interaction type with a GUI interface. This will also open up the yes way dialogue is added (which is all embedded in code)


I decided to do this after listening to a talk by John Romero (of doom fame) and two things I took away is;

  • when making games, polish as you go
  • make an amazing level editor.

Hopefully if I can achieve this it will open up more contributors to the game and intern lead to some great and fun funny stuff!


Tags:

1

Comments

i am not sure how hard it is to make a level editor
but if you see it as the optimal option then i guess its all right