Track Editor
Posted: Sun Dec 30, 2007 21:41
It's easy to say: where is feature A, where is feature B, why was feature C done this way, but it's harder to create these things from scratch. In making a track editor, many things must be taken into account. I don't want to enter in technical elements here, as it's not the right place. Rather I'd like to talk about the various methods of producing an editor, and get feedback from NSR fans and creators. As a brief overview, I see two schools of though on track editors, each one with varying levels of complexity added. I'd like to list them, then talk about possible ways of improving the base system, and list their pro's and con's.
1. Block based editors.
2. Free form editors.
Block Based Editors
These are usually the simplest to implement and therefore are the most common. The user places blocks, and the program validates the layout.
Possible additions are numerous, I'll list a few off the top of my head: Height variations (bending blocks to vary the limited amount of blocks)
Decor varations (same physical block with different graphics). The advantage of this system is very easy editing (from a user perspective) and sharing of tracks. The disadvantage is never knowing where you are on a level, or on different level because everything feels strangly familiar.
Free Form Editors
These are harder to produce for several fundamental reasons (Editor complexity difficult to master for most players, generation of assets much more complex than block based systems). The advatage's are totally unique levels allowing amazing amounts of control by the creator. The disadvantages are mastering the editor (the more people making tracks, the more vibrant the scene).
Both system facilitate sharing, as they both represent small datasets.
Another area to consider which is incredibly important (which NSR shows brilliantly) is the SURROUNDINGS. Having landmarks is really important for remembering the track.
Soooo, what do you all think? Work with a complex editor and have unique experience, maybe having to spend many (4 or 5 minimum I would guess)
hours to get an exceptable result, or have a simple (easy to learn, and quicker to produce aceptable results) editor, but not giving you total control over the creation process?
Etienne, or other forums masters, could this be turned into a poll?
Sorry If not totally coherent, too much Yugoslavian plum brandy
1. Block based editors.
2. Free form editors.
Block Based Editors
These are usually the simplest to implement and therefore are the most common. The user places blocks, and the program validates the layout.
Possible additions are numerous, I'll list a few off the top of my head: Height variations (bending blocks to vary the limited amount of blocks)
Decor varations (same physical block with different graphics). The advantage of this system is very easy editing (from a user perspective) and sharing of tracks. The disadvantage is never knowing where you are on a level, or on different level because everything feels strangly familiar.
Free Form Editors
These are harder to produce for several fundamental reasons (Editor complexity difficult to master for most players, generation of assets much more complex than block based systems). The advatage's are totally unique levels allowing amazing amounts of control by the creator. The disadvantages are mastering the editor (the more people making tracks, the more vibrant the scene).
Both system facilitate sharing, as they both represent small datasets.
Another area to consider which is incredibly important (which NSR shows brilliantly) is the SURROUNDINGS. Having landmarks is really important for remembering the track.
Soooo, what do you all think? Work with a complex editor and have unique experience, maybe having to spend many (4 or 5 minimum I would guess)
hours to get an exceptable result, or have a simple (easy to learn, and quicker to produce aceptable results) editor, but not giving you total control over the creation process?
Etienne, or other forums masters, could this be turned into a poll?
Sorry If not totally coherent, too much Yugoslavian plum brandy