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Test Debugging

Posted: Sun Jun 24, 2007 4:10 pm
by Rockford4ever
Here's the deal: a menu accessable by some key during testing edited levels, that gives you options like 'Give Key 1', 'Teleport' and 'Switch Gravity' so if you want to test a certain part, you don't have to permantently put the player on an other spot and put a key next to him.

Posted: Sun Jun 24, 2007 4:19 pm
by RTADash
Great Idea! I can't stand having to move rockford all over the place for testing, especially because I usually forget to put him back. :lol:

Posted: Sun Jun 24, 2007 4:26 pm
by Daniel H.
It shouldn't be too hard to build a CE engine that can be integrated with levels to do that, but then, it would be convenient to have it built in.

Posted: Sun Jun 24, 2007 4:43 pm
by Zomis
I vote for the CE Engine system. For me, this seems like a feature that could be nice to have, but would cost more than it's worth.
And besides, there's always the quick-load and quick-save functions.

Posted: Tue Jun 26, 2007 12:45 pm
by Holger
Good and useful idea! But instead of using a complex menu system, I would vote for a DOOM style, shortcut based cheat system (remember "idkfa" or "iddqd"?). This would both be easy to implement and quick and easy to use.

Posted: Tue Jun 26, 2007 4:53 pm
by Daniel H.
Hopefully it would be documented somewhere...