Hey Tom,

Having very little knowledge of programming, I can only take your word as to
the difficulty of producing a custom level editor--and I would gladly do so.
However, I wonder what would happen if you say designed everything in
blocks. As I understand it, you only have two coordinates to deal with, so
if you had a level that looked something like what I'll paste below, you
could edit it pretty easily.

1.1 sand
1.2 sand
1.3 sand ladder
1.4 sand
1.5 wall
1.6 wall
1.7 wall
1.8 wall
1.9 wall
1.10 lava
2.3 ladder
3.1 wall
3.2 stone
3.3 stone ladder
3.4 stone
3.5 stone skull
3.6 stone
3.7 stone
3.8 stone
3.9 stone
3.11 stone

In this scenario, you would walk forward, climb a ladder, dodge a skull, and
then jump over a gap under which was a fire pit. I placed the floor on 3
instead of on 2, so that if a player missed the jump, there would be a fun,
uncertain moment of wondering before the ultimate boom.
Would something like this be possible?

Yours Sincerely,
Ryan

-----Original Message-----
From: [email protected] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Monday, March 27, 2006 3:28 PM
To: [email protected]
Subject: Re: you're not sure why?? - Re: audyssey: Monty new audio
environment.

Hi Ryan,
At the moment there is no new level editor for the game. I am just using 
a 2D array and filling it with the objects at run time. Everything is 
hard coded. Adding an editor is a massive amount of overhead and time to 
put in.
I guess what I am concerned about is the editor would have to be made 
really simple to use. It in a sense would have to have allot of options 
like add wall, and ask the player for the x location, the start y 
location, the  end y location, etc.They would have to be pretty specific 
about where the boundries were for every object.
The alternative approach is to add a scripting language to the game. 
However, that is even more difficult for the end user. With a script 
they might have to do something like
floor y=1 left=1 right=10 height=1
ladder x=8 y=1 height=4;
wall x=0 y=0 height=4
wall x=11 y= 0 height=4

While that is easy to script many end users might not be able to handle 
even simple programming scripts like that. I am not saying they can't 
learn it, but just that they may have troubles with scripting there own 
levels if the scripting language gets to be to complicated.
At any rate the original Monty was not expandible like that and I doubt 
this one will either.
Smile.










Ryan Strunk wrote:
> Tom,
>
> I'll give you my honest opinion, for what it is worth, and you can take it
> as you would.
> The basis of Monte, as far as I am concerned, won't lie in the story line,
> because if you are producing something close to the original, more 
> emphasis
> will be placed on scoring. If people are concerned with authenticity, you
> obviously can't do randomness.
> The fix, as far as I can tell, is to go back to the level editor James
> originally advertised when he created the game. You had mentioned 
> producing
> one for yourself that would allow you to independently produce levels.
> Perhaps you could modify it for the rest of the public?
> I certainly do not wish to open a can of worms, but I also understand what
> you mean by being stuck between a rock and a hard place. If you did this,
> perhaps you would give people the benefit of having their cake and 
> eating it
> too.
> I would be interested to hear your thoughts on this matter.
>
> Yours Sincerely,
> Ryan



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