The ultimate level editor

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Jailbird408

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Jan 19, 2011
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So I've had something floating about in my head for a while now and I want to unload it: my ideas for an extensive, yet user-friendly level editor.
I'm going to start with the broad stuff: It's a 2D platformer. 3D customization is extremely difficult once you start handling the finer points. Anything past Minecraft level is too fiddly for 3D.
So we've got the genre sorted, but how are we going to handle the actual level editing? Well, we'll separate customisation into 4 tiers: basic, normal, advanced and complete.
Basic level editing is like the Smash Brothers Stage Builder: you select large blocks of various types and a selection of hazards and NPCs and then place them along gridlines in your level area.
Normal level editing is somewhere inbetween Minecraft and Super Mario Bros X: you can place terrain and hazards according to smaller guidelines, and place NPCs with certain characteristics.
Advanced level editing is like LittleBigPlanet (a comparison that everyone knew was going to be made at some point): you can paint terrain onto the field, modify behavior for NPCs with distance limits, modify hazard damage types and reaches and place switches that do various things when activated.
Complete level is like Advanced level, except you can customize terrain and NPCs completely. Want a terrain that slowly engulfs the player if they stand still for too long? You can do that. Want it to look like cake? Go ahead. Want the player to still be able to tunnel underneath the surface of the cake by moving normally (presumably eating the cake as they go)? Anything's possible.
Now I'm going to ask you a few questions. What would you want to customize? When do you think the customization would start being overkill? Is there anything wrong with my template that you want to address?
Bear in mind that you won't be able to customize the player-character himself. This character is customized by the player in a different part of the game.
 

DeadYorick

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Jan 13, 2011
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I'm guessing you haven't learned about Hammer before



It is very hard to make a level editor be user friendly and yet not be limiting.

An example being the Timesplitters games on the PS2. They all had level editors on all platforms, and they were limited to hallways or boxes. Wheras the storymode maps were actually more detailed and looked significantly better. The main tradeoff was that Timesplitter's map maker was literally idiotproof and a person could make a simple map in less then a few minutes.

Hammer isn't the easiest editor to learn but it is a very powerful tool to use. I mean just look at the mass amount of Source mods that are simply glorified art projects

 

BathorysGraveland

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Dec 7, 2011
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I'd say something like the early Age of Empires editors. They were very user friendly and you could do a surprising number of things with them.
 

Jailbird408

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Jan 19, 2011
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DeadYorick said:
I'm guessing you haven't learned about Hammer before
BathorysGraveland said:
I'd say something like the early Age of Empires editors. They were very user friendly and you could do a surprising number of things with them.
Well this is all very interesting, but I'm starting to think that more obnoxious versions of you would have just posted tl;dr. I wasn't asking what a good level editor is, I was asking what you thought of my model. I guess that's what I get for being unclear with my language.
 

Smooth Operator

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Oct 5, 2010
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Well it's really hard to get a good grasp on what you mean by words alone, maybe do some sketches.

LittleBigPlanet is pretty close to perfect when it comes to level editors for users, the only real issues are:
- not being on PC so it has a limited interface, when trying to do things on a higher scale it gets pretty cumbersome
- locked resources (no new models, animations, scripts, sounds, textures,...)
- the physics engine makes the whole platforming thing very fuzzy, things bounce, slide and rotate so between two actions that should be the same it's anyones guess what will happen