As part of our Commercial Games Development module our cohort was tasked with continuing development of a Playwest title called Kachiku64. At the start of development our cohort was divided into teams where each one was tasked with a particular feature. In this case I was placed on the level editor team with the task of developing a level editor tools so the cohort could create levels for the game.
The level editor initially in an unusable state, so I along with the members of the team had to take the existing codebase and make it usable.
The level editor is a simple tile-based editor. Users are able to choose an entity which can range from a vehicle to a land/background tile, these can then be placed on one of several layers (depending on the object) which then determine the ordering of these entities.
The editor comes with a full suite of editing tools:
Additional helper tools such as Undo, Redo, layer view and layer selection are included as standard.
The user is able to test the levels in the game directly via a level streaming system which allows levels to be opened in the main game when needed. The editor is fully configurable via a settings manager and includes an autosave recovery feature to prevent level progress being lost as well as a notification system to tell users when events in the editor occur.
I implemented several of the level editors new features:
Additionally, I added some user interface enhancements in the form of new buttons and adding button responsiveness.
Date: Apr 5, 2019
Author: Nathan Butt et al
Categories: University ProjectEditors and Tools
Tagged: Games Technology, Games, Group Project
Client: University Project
Website: N/A