(Future Fragments) Updates on things & the new editor is here! (Patreon)
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PROGRESS REPORT
Albatross has sent us over the editor (more on that in a bit), and he's continuing to add elements to it (powerups, enemies, etc.) which I'll be demonstrating on Wednesday on stream!
Triangulate is working on some more PoV animations for the in-between level maps, as well as the tiles for those maps.
I've been basically making documents like a madman for this game and other ones, so I've been ridiculously busy; to detail all the stuff I've been doing would probably be a post in itself!
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THE EDITOR'S CHANGES
So with a new engine, we wanted to make a new editor also of course, having learned from what we did and didn't like about the previous editor.
http://i.imgur.com/mo2IRwd.png
I gave Albatross this as one of the examples of what we'd like the new editor to function as; one of the primary problems with the old editor was that everything was mapped to a key per category, and some categories were much too dense, resulting in a long time as you'd have to mash the key to cycle through to get a single object.
With this new setup, you can simply go to different categories, much more thinned out now as well, and pick out specifically what we want, as well as much more detailed info on the objects you've already got on a map so you know for balance issues how many enemies you've got, etc.
However, Albatross took it a step further, and added in some quality of life features I didn't even realize were possible!
- Now, when we're making maps, the "map" itself actually stretches infinitely in all directions; before, we would have to designate an exact map size, and if we wanted to extend it later, it only extended to the right/below, meaning adding onto the left/top of maps would have needed an entire map remake from scratch.
- While we're going to have capability to not only do the original "fill command" to automatically fill tiles with the correct art, we can now manually place the tile artwork in case we want to do something the algorithm disagrees with, but still functionally works (resulting in new possibilities for map design).
- Speaking of placing things, while it'll take a bit more time, collision boxes for tiles now are manually placed; the advantage to this is in cases where say, if you remember how hard it was to hit the icicles in the Ice Level to break bridges, we can now modify the collision boxes of the tiles above it to be thinner, making it much easier for Talia's shots to travel through and hit the icicles.
- We'll be putting in a "select area" command to fill it up with a specific tile or to delete all the tiles in the area, etc.
- You can now select to snap any object or character to the grid when placing it, or to allow it to ignore the grid as well.
- A "thumbnail" of tiles now shows up on the right side of the screen so you can pick what ones you want to place.
I'll be demoing this on Picarto on Wednesday, I'll post the exact time later today, but yeah, the new editor so far is awesome!
As usual, thanks so much for your support; we're aiming to give you nothing less than the best game we can do!
(As an extra note too, if you wanted to check out the other two games of mine (especially if you're a yuri or a futa fan, respectively, since we're not doing either of those in this game), they're at http://www.patreon.com/reclaimreality and http://www.patreon.com/hentaiwriter.)