Over the course of the first sprint, it was my job to create the level editor for Medusa. To meet the requirements of our game, the editor had to be fairly robust. While most of the goals were met during the first sprint for the editor, I spent some of the first few days of the current sprint putting some finishing touches on the editor. I added things like the ability to click-and-drag the various triggers that are in our game so placement will be quick and painless. Adding this functionality will make the editor more user friendly and allow for changes to be made quickly.
During the course of this next sprint, my largest role will be to take this tool and start creating levels for the game. As the lead level designer, it will be up to me to make a tutorial level that will introduce new players to the game, as well as get some of the initial levels started. Here's where all the hard work the last few weeks should really pay off. Setting up things like the player spawn points, event triggers, enemy spawn points, collision boundaries, placing props, powerups, lights and various other things can be accomplished quickly with the tools provided by the editor. Check back soon to see some of the levels in action!
Friday, November 25, 2011
Making the use of tools
Posted by Joe Fink on 5:02 PM
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