Thanks
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Unfortunately I haven't been able to show much of it off since the progression is being made mostly in the mod support and working the kinks out of the level editor.
How It Works:
The format for levels in Project Starbuks defines 10 different "objects". These are not necessarily 3d objects, but just stuff you can throw in to make the level work.
Maps-The basic structure of your level. Maps include terrain, buildings, and other things like that. You load it in and position it where you need it.
Statics-Basically small geometry that does nothing but sit there. Same loading procedure as maps.
Doors-You need to specifically tell the level editor you want to make a door that opens and closes. There are ways to adjust the frames upon which the door is open/closed (ie: if you want a door to use more frames opening than closing).
Explodables-Withing each explodable's object file there will be animation for an explosion. I may add features to use something like Hamish's particle system depending on what our needs are, what modders needs are, and if Hamish consents. The most common use of this feature will be to create gas barrels.
Lights-All the basic function of DB lights, so....kind of limited. You can also adjust the fog and ambient light.
AIs-When you create an AI you can define its skill level, health, armor, and all the weapons it carries.
There will be a default set of animations required to be included with custom characters. If you do not have an animation for it you will simply just leave the animation blank.
Weapons-When setting up weapons you can place weapons on the ground for pick up, you can place ammunition on the ground and define what guns it will provide ammunition for and how much ammunition it will add, you can load a weapon into memory just for the use of sticking it in an AI/player's hands(no CS mess where weapons drop on top of you), and you can also create stationary guns.
Triggers-There are two types of triggers, one in which the trigger is activated by destroying an AI or target, the other when the player enters an area defined by you. You then define a script file in which you can program various effects such as cutscenes, exploding explodables, checking off objectives, etc.
We're still working out the specifics of the script language.
Spawn Points-Spawn points can be defined as either team-specific spawn points, non-team specific spawn points, or checkpoints for single player scenarios.
Control Points/Flags-Some multiplayer modes of the game will include capture the flag, king of the hill, tag capture(you touch it it's your team's but somebody else could come and tag it), and battlfield1942 style control point capture. You use control points/flags to setup flags and control points for these game modes.
It's a little ambitious, but the hardest part of the level editor is now coming to a close, all that's left is a pretty UI and a little more basic object interaction. It's just me programming this part, when we start the "real" engine for the game so we can play the levels we'll have multiple people working on different modules.
Crazy Donut Productions, Current Project: Project Starbuks
Sony stole our name!