Tobias (Admin)
Admin
Posts: 179
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November -07 : Editor 1 Year, 2 Months ago
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Read the diary entry. Discuss here. Did you like this entry? What would you like to read about in future articles? Also, feel free to ask any question about the content. Maybe something wasn't clear enough, or you would like to know more about a specific topic. Hope you liked it
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Tobias - Head of Turborilla
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Tobias (Admin)
Admin
Posts: 179
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Re:November -07 : Editor 1 Year, 2 Months ago
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@solidce: Thank you, that means a lot to me. I suspect that your editor is a bit more complicated to design for usability. As Joe Schmo says, this is simply a 2d line (actually a 1d heightmap). This is indeed my first proper to-be-released game, and previous working experience is limited to medium-sized web/database applications. That being said, I have been dabbling with graphics and games programming for something like 20 years now (started out with this baby). @Joe Schmo: You raise a very valid point. A choice I had to make before starting on the editor was between the current approach (we might call it heightmap editing) and spline editing. I feel that spline editing is a bit harder to "get", but that it is more powerful once you have grasped it (since it is easier to adjust and fine-tune things you made earlier). I chose heightmap editing because I knew I could make it really easy to get into, and almost as powerful as spline editing. The short answer is that the most important point for me is usability. I might implement spline editing later if the editor becomes popular and people request it. Now if there were any overhangs or loops or anything like that in this game, I would definitely go for spline editing. 2 minutes is not very likely, nor is half an hour. That would most likely be a boring track. The actual editing is not what takes the most time, it's playing through every new obstacle a couple of times that takes time. @Aloshii: Yes you can  @Fazer: Thanks, mate.
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Tobias - Head of Turborilla
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