Re: [pygame] Level editing thoughts
by Patrick Mullen other posts by this author
Aug 25 2006 9:18PM messages near this date
Re: [pygame] Level editing thoughts
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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.
Thread:
James Hofmann
Shandy Brown
Andrew Baker
Patrick Mullen
Greg Ewing
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