New tweaks/ideas/corrections for the level editor
Posted: Sun Dec 27, 2009 9:27 am
I think there should be some tweaks for the level editor for improvement, or corrections like the following things I listed:
- During gameplay, mark the screen at the top-left with the text "Playtest mode" -- just for newbies, and for me as well, just for a reminder.
- The ability to restart the level w/o repeatedly going back and click the button to test the level again.
- In the editor section in Global Settings, add the option to total all the gems/gem quota the player has collected after going to the exit -- then the user won't have to rely on counting gems with the score #s. Ask the user permission to total up the gems as well.
- Move Wall w/ Emerald and wall w/ Diamond to the DC2 section. I don't remember seeing these objects in the original mines
- Mark anything that has to do with random movements (Yam Yam, Firefly, those stuff in the R'n'D section) with the symbol R -- to distinguish from something that moves in a certain direction.
- Also, mark all the CEs that utilizes the same graphic (a steel wall for instance) with "CE", same goes to GEs.
- A delay/frame timer -- one for the EM engine, and one for the R'n'D engine. Something for racing/speed run levels. xD
- Have the ability to see which Yam Yam will have the "X" box content, and so fourth (ever played SubTerra and saw it's contents of a creature?)
- Implement interaction boxes of CEs in the level editor, instead of testing directly through playtesting.
- The ability to read level versions (which level was made in 3.0.0, while which one is made in the latest version). Additionally, it also includes reading when was the level first created, and last modified.
- A zoom in/out option (or have the ability to make the screen 15x15, to simulate the player's POV)