Progress on the level editor


Since my last devlog entry, I managed to implement quite a few things.

For instance, chunks are now a thing. When editing a map, chunks are loaded smoothly into the game or removed and are saved in the progress. You also can play those chunky maps... so the stage is set for huge maps with no loading screens, which is really cool! This is the first time I work on an open world project. So far, everything goes as planned. Things like spawn points and information for teleportation (in the future) are not bound to chunks so that info is always accessible.

The enemy loading got a major rework. Currently on game start it goes through all folders and makes a list. It also loads "info.txt" which contains things like the name and the icon. When an enemy is spawned and it only has the basic information, the rest of the data is loaded. After that rework, now you can add enemies onto maps.

So the three things from the last devlog entry are done: chunks, placing enemies and placing the player spawn.
I have made a few graphics for the menus but they are unused for now.

So what is next?

I thought that I'd release a playable alpha until now... but I have a list of known issues that I wanna fix before a release (even if it's alpha).

Here's an excerpt:

  • sometimes the game crashes when an enemy is smashed onto a platform. that's because enemies are only working on solids yet. well, I know why, fixing this won't be such a big issue.
  • currently an odd width in the collision mask of players/enemies causes collision problems; they have to be even. probably the bounding box has an issue, I am not sure yet.
  • player can move while attacking on platforms. shouldn't be possible, like on solid ground. pretty sure this will be an easy fix.

With some polishing, I hope I feel ready to upload a first version.

See ya! TM

Get Nevendia (prototype)

Download NowName your own price

Leave a comment

Log in with itch.io to leave a comment.