Hi Dark,,

Exactly. That's really the only way to balance the need for a level
editor and making it commercially viable at the same time.

For example, in Rail Racer Che gives you a track editor which allows
you to create and add new custom tracks. However, you can not create
new custom racers  or create anything that doesn't already exist in
the game to begin with. This works out fine because you can create
your own tracks but can't use the tools to create a completely
different game just by modding it.

I could certainly see a similar concept applying to a game like Monte.
You would have a certain number of rolling skulls, giant spiders,
rattle snakes, gold coins, diamonds, colored keys, etc and you could
place them where you want but couldn't create something new that
wasn't present in the game to begin with. All you could basically do
is draw the level map, and place items accordingly as needed. This
would allow you to extend the game without preventing the developer
from creating a sequel or creating another side-scroller using the
same engine and selling it. :D

As you said yourself if version 2.0 had bouncing skulls besides the
standard ones and a few other additions people would still buy the
game because they'd want the new updates since it would beyond the
editors ability to add. It allows the developer the freedom to hold
back new potential content while at the same time allow customers the
opportunity to add more levels and such.

Cheers!

On 4/10/13, dark <[email protected]> wrote:
> Hi Tom.
>
> that is a good point regarding sound modding. The editers I've been thinking
>
> of as examples have either been freeware, as in rocks n diamonds or t2002,
> or when a commercial company have come with an editer, the editer is limited
>
> in scope as you describe. For example the kingsoft amigar game emerald mine
>
> (one of the games rocks n diamonds is based upon), came with a very
> comprehensive editer which let players create all their own emerald mine
> puzzle style levels. They could not create new gameplay, but they could
> redraw all game graphics, add new sfx etc, however since kingsoft never
> released any more similar emerald mine games, they were in no danger of
> losing business.
>
> so, as you said the fairest alternative seems to be a level editer patterned
>
> after the dynaman grid creator, ie, an editer that let people move in game
> objects around, put them in different places to create new levels etc, but
> not actually create new objects or mod the sounds and music to alter the
> game.
>
> If however a game has enough objects to play with though, this would be more
>
> than enough to give ample replay, indeed the only reason I suspect the
> dynaman grid editer never got more use was simply that the game didn't
> really have enough objects to create different levels. If however we were
> thinking of a game like shades of doom or even montizumans revenge, which
> features keys and doors, several different traps and enemies as well! as
> basic layout on the maps then there would be more than enough leeway for
> people to make different levels for the game and still give the developer
> room to develope more games or a sequal along similar lines, but with a
> different setting, monsters, traps etc.
>
> for example, lets suppose that you created the monti editer. The game had
> rolling sculls,snakes and spiders as enemies. Poeple could be free with such
>
> an editer to redesign levels (and with the different door types of monti
> some interesting designs could! be created), and surprise the player with
> more enemy placement, however you as the developer could be free to develope
>
> a sequal containing bouncing skulls, enemies with projectiles etc, and of
> course all the people who enjoyed monti would still! be in a position to buy
>
> the game since they'd want to see the new objects in action.
>
> Beware the Grue!
>
> Dark.
>

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