Systems Overhaul (12/16)
Added 2024-12-17 05:36:36 +0000 UTCAnother week, another update. I'll try an make this one short since I don't have too much to share. This week, my main goal was to re-introduce platforms that you can jump through to my level editor, as you may have noticed they've been absent in all of my devlogs. Currently it's not a feature in my level editor to add one-way platforms, so most of this week has been planning and working towards adding them back:
I created this sprite sheet to cover all possible platform configurations, and figured out the logic I'll use to have my auto-tiler place the correct ones. But the thing I haven't figured out, is how I'll incorporate this into both the level editor UI, and level save data.
What I'd like to do with this is have the option for separate layers for platforms vs solid tiles. I can't think of other level editors that do this, but I feel this would be the best way to allow for the most freedom with level creation. There could be separate layers for background tiles, special tiles like spike hazards and more, and you'd be able to customize all sorts of traits of these layers such as their color, their sorting order, the tile sprites they pull from and more. But I still haven't quite figured out how I want to handle all this, and because all of this data will eventually have to be saved and loaded from a level file, it's important that I get it right. So most likely, I'll be working on the details on that throughout next week, which might mean another week where I don't have a lot to show for my work.
So while I ponder that, I also plan on returning to another project that's been on the backburner for a while...
More on this next week