The level editor is now somewhat functional as far as level-building, and I will be adding more features to make it easier and more intuitive to use, as well as incorporating different types of objects and options.
What it can do now:
Load objects from a script into a preview list on the right-hand side, and scroll through this list.
Save the configuration of all user-added objects to a user-named map file.
Load this configuration from the list of maps.
Add any object placed in the Models folder dynamically to the preview list.
Position and rotate any object on the map using the keyboard for movement and the mouse to rotate.
Reset the rotation of an object to 0, 0, 0.
What I plan to implement next:
Sorting objects in the preview list.
A scale adjustment for dynamically loaded objects, so they will not be too big or small in the preview list.
Rewrite the script loader, level loader, and object loader to use more than 256 items.
Switch the skybox for a skydome to make user customizations easier.
Add a "category" flag for all objects, such as static, character/enemy, terrain, skydome, light, item, trigger.
Add tabs for the preview list to sort through objects according to category.
Remove objects from the preview list.
Quick-save option for the current level, rather than typing in a name each time.
Loading textured objects.
Assign physics attributes to objects : will have to learn how to use Newton for this.
Once all those functions are added, and any others that I come across, the level editor will be complete and I will switch gears to modelling and animation, and from there the game engine itself.
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