Well for perspective screens a layer panel (obiously two layers) would have to be used and placed in the screen navigator panel.
As for linking to screens perhaps each screen has an ID and a refrence name like:
Level 1, Zulag 3, Screen 5 would be:
010305 (Zulag exit with slig)
The refrence name would be a input feild for the user to identify screens easier.
As for the background in screen 5 its code would be:
010305.5
Also to add new screens a [+] button will be added to the screen navigator, the screen navigator will be drag and drop so you can move them about. Also the arrows around the design area will move to the next or previous screen respectivly but if there isnt a screen it will create a new one.
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Now in regards to teleporting, hoisting and general actions to interact with the enviroment, I would sugest tools in the tool box, such as a Teleport tool, where the user selects the tool, and clicks a box to set that box to teleport. To link two of them they would have the same value.
These will need triggers too, so if abe steps on a floor switch, he will teleport. Switches and story stones and the like will need an option in the properies panel to link the trigger with the action.
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Also different views would be needed. So a "Object" view, "Character" view, "Map" View, "Mechanics" view and "Movement" view.
Object View: Allows the user to place objects and set their properties.
Character View: Allows the user to add enemys, possesable objects and such and change their AI. For exmaple, a slig can patrol, sleep, or be staic.
Map View: Allows the user to add map items such as walkways or walls.
Mechanics View: Allows the user to add triggers, death, wells, exits, teleports.
Movement View: Add boxes where abe can hoist, has to crouch, ect.
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Now these ideas are raw and need much thinking over expecially scince i don't know what is possible and whats not.
Hope thats OK, give me a shout if you need a refined version of the GUI.
Last edited by joshkrz; 08-08-2010 at 12:15 PM..
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