After several weeks of nothingness, I continued working a few days ago. There are new features and announcements, so here we go.
- Sprites, as mentioned in the previous post, are working flawlessly (even though not optimized yet) and can even be bound to elevators, allowing such things as automatic vehicles, or, well, something like that:
- new tiles have been added - they are, however, invisible for the player and are working in the background; while they cannot be seen they enhance the leveldesign possibilities even more, making the editor quite powerful despite not supporting actual scripting
- the coop mode is being reworked and extended right now due to partly rather uninspired level design as well as several not yet used features such as portals, timers and enemies
- the old story mode will complelety vanish from the upcoming Betas, because it was, frankly, horrible. If anyone disagrees, please speak now, but I doubt it. It lacked focus and an actual story (some kind of plot started in level 8, up until then it was just superficial wannabe-Portal without actual substance). I've got several new story ideas, better dialogues, and some pretty spectacular yet probably realizable plans, as well as a worthy intro sequence
I think that's it for the moment.
By the way, did anybody play Portal 2 already? Great game. Guess I have to add some more references here and there.
(minor spoilers regarding brown tuberous food ahead)
Even though, you know, I already got potatoes. 8-)
Oh, wow, I nearly forgot. Most importantly, I might be looking for someone to help me out with level design. I'm not yet completely sure, but it would probably be pretty cool to have somebody working on challenge and coop maps.
I have to admit that the editor is pretty, umm, counter-intuitiv. It's nearly completely keyboard-controlled (apart from placing and selecting tiles on the map), making it necessary to know all the shortcuts. Anyway, I might write a short readme explaining everything to a reasonable extend. Getting used to the editor is probably a matter of 30-90 minutes - I guess - but should be totally worth it, because, if you ask me, it's really a lot of fun to mess around with it.
Am I talking too much? ... if you consider yourself a more or less talented and motivated level designer, feel free to tell me. There's no contract, I don't expect anything apart from maybe a map every few days or even weeks. It's not that I'd demand anything. More an invitation to spend some time supporting me.
Thanks in advance and have a nice weekend
- Mr Kohlenstoff