After releasing Fool's End on Steam, I knew that my level design process could be sped up with a custom level editor.
While GameMaker's default level editor doesn't allow easy customisation, and features like my code-based tiling system were not visible without running the game.
So before gearing up production for a sequel, I decided to make my own level editor.
Goals:
-To make a level editor that can be easily adapted for making other 2D platformer games going forward.
-Must include the full tool set required to make a Fool's End level and easily add on new features.
-Make the level editor simple enough for people to make their own levels via Steam Workshop (think Mario Maker complexity).
Considerations:
-Gravity is a core mechanic in the game. By default, gravity it switched off in game but can be toggled on to simulate physics if the level designer desires.
-Zoom level of the editor was initially the same as gameplay perspective. Decided to zoom it out twice as much to give the designer more perspective.
-Gravity is a core mechanic in the game. By default, gravity it switched off in game but can be toggled on to simulate physics if the level designer desires.
-Zoom level of the editor was initially the same as gameplay perspective. Decided to zoom it out twice as much to give the designer more perspective.
Key tools:
-Damager: instead of having to create preset gameobjects for each level of damage, I can now dynamically damage tiles while editing levels.
-Dynamic room resizing: Click an arrow to decrease or increase Room Height and Room Width.
-Biome switching: Can click a simple arrow to alternate between the game's 3 biomes. Wouldn't be possible without the game's dynamic tiling system.
-Gravity simulation.
-Damager: instead of having to create preset gameobjects for each level of damage, I can now dynamically damage tiles while editing levels.
-Dynamic room resizing: Click an arrow to decrease or increase Room Height and Room Width.
-Biome switching: Can click a simple arrow to alternate between the game's 3 biomes. Wouldn't be possible without the game's dynamic tiling system.
-Gravity simulation.
To do:
-Background decal tiles: These are still manually painted on using GameMaker's default tiling system. Currently deciding where to allocate UI space for that.
-Steamworks: Can upload and download levels via Steamworks already, but I have not developed the user interface for choosing levels to play and rating them.
-Decor planting: Vines, grass, mushrooms and claypots are a core decorative element of the main game. Like the background decal tiles, I'm still deciding how and where they should appear on the interface.
-Background decal tiles: These are still manually painted on using GameMaker's default tiling system. Currently deciding where to allocate UI space for that.
-Steamworks: Can upload and download levels via Steamworks already, but I have not developed the user interface for choosing levels to play and rating them.
-Decor planting: Vines, grass, mushrooms and claypots are a core decorative element of the main game. Like the background decal tiles, I'm still deciding how and where they should appear on the interface.