Vlog 37: New scripting system, support for random world gen?
https://youtu.be/O4VjY8muM1s
I show off the new scripting system that is now functional which will allow us to make monsters spawn when you walk into a trigger ect. This also includes the ability to fire off trigger counters and multimanagers as well. I also got lava and slime in a functional state so they now deal damage.
I go into more detail about how the prefab system can be easily used for building tiles that work with random gen worlds as well. All of this can be done within a multiplayer environment.
Vlog 36: One of the best level editors in existence?
https://youtu.be/o2xt60LgO0k
This level editor is only a few key features away from basically crushing every other level editor in existence. Big talk? You decide. HAHA
I talk about a bunch of cool stuff, from the level editor to responding to points in the discussion forms. I go into detail on how I intend to get the hierarchical instancing prefab system in place.
Vlog 35: Lets see what we built so far!
https://youtu.be/UKhIWdKhhho
In this video I play through the current build of the new level all the way up to the point where we stopped building last night. We had a group of a bout 5 people including myself all collaborating in the multiplayer level editor.
The end result makes me feel really good!
But now I need to get into the nitty gritty details of what I am working on. I need to get the new scripting system into a functional state, I also need to get the editor as functional as possible.
Name tags need to be fixed asap.
The new scripting system needs to be fully functional.
More functionality for things like slime and kill volumes are needed as well.
Vlog 34: Hierarchical instancing is possible in my level editor.
https://youtu.be/8n1_M8mcOGw
One of the most prized features of level design may be coming to my level editor very soon. If your level editor does not have Hierarchical instancing then its kinda second rate. :D
Hierarchical instancing is a system where you can create instances and prefabs that can contain additional instances and prefabs. Its one of the most powerful level editing tools ever to exist.
With that said, in the video, I show the new level in a functional state within Revulsion. Then I go over all of the new changes and fixes for the latest version of both the editor and the game.
- Revulsion game
- Terrain is not blurry anymore. It now matches the graphics of the rest of the game.
- The new level is now possible to play in Revulsion custom levels. The file may not be packaged correctly however. You need to place the file "TheCastle_DSMap01" inside of the app data save folder.
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https://drive.google.com/open?id=1RtxJM5JVWTU8mzj-CK3YiLaXN1sNekbI
- Revulsion Editor
- Fix save game issues.
Issue should now be addressed. If its not it will be more obvious as each time a save is made it displays a message.
- Name tags!
Should now all be working correctly.
- Lock option.
Its now possible to lock any object in the world to prevent accidental manipulation.
- Z lock reversed.
Reworded rotation lock from lock to Unlock. "Unlocked" makes more sense for it to rotate with your view point.
- Counter and multimanger.
These objects are no longer reversed in the details tab.
- More cleanup on Trigger details tab.
Scale options no longer appear for trigger counter and multimanagers.
- Flight mode.
When in flying mode you now fly in the direction you are looking.
- Tab Key now activates mouse / Interact mode.
Later on the E key will be reserved for looting items and flipping switches.
- right click to get out of build mode.
Right clicking will now toggle your builder mode.
- A proper character mesh added.
While in combat and edit modes you will see an actual character model.
- Make it so you can play this map in Revulsion.
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A lot more is on the way so if you like this kind of content then please support me!
Vlog 33: I definitely have my work cut out for me now!
https://youtu.be/12Oi_CfCNeg
I talk a bit about some of the cool stuff that happened during the level stream last night. The live stream went very well, the game seems to be pretty stable, although one person did crash at one point. I then go into a list of things I intend to get fixed before the next live stream. I have to really improve on a lot of stuff both large and small.
Tonight I am just going to be focused on bug fixing and making sure that Revulsion can properly play test the new custom level. This should all mostly come online tonight. Tomorrow ill do a video of me playing the level with a fresh character.
First stress test of the multiplayer level editor!
https://youtu.be/70kl8qBoF2Y
So the stress test went great! In this video you can see a bunch of the best moments from the VOD. If you like to watch level design videos with insight in design and problem solving I highly suggest watching this video or the stream VOD on DLive.
We had something like 6-7 people on at once! It was really cool! And the results were absolutely amazing! Being able to level design in a social environment is fantastic seriously. The fact that so few people value this idea blows my mind.
Multiplayer level design should be an industry standard honestly.
Vlog 32: Ok so what's next?
https://youtu.be/cwDN7IzaY5o
Alright so what is going to happen next? What are my long term plans? How will this effect Revulsion?
The plan is going to be for me to turn my focus on getting the level editor in as solid a working condition as possible. I will be adding more maps, more art, meshes and features. I will be improving the UX experience with the editor as well. While I am doing this I will also be stress testing the level editor for multiplayer while building a new episode for the game called Death's Spiral. Stress testing multiplayer is going to be an ultra important aspect of this project. If it turns out that multiplayer is super unstable it can be a major show stopper and put all of this in a super bad spot.
The New Revulsion episode is free, I will not be charging additional money for Death's Spiral.
As the level editor continues to improve I will continue building content for Revulsion. You can expect a lot of new levels during this time.
Eventually there will be a point where the level editor becomes the foundation for Revulsion 2. During this time I will fork the level editor off in two directions. My plan will be to combine the level editor with Revulsion 1 and make it as integrated as possible. Then I will begin treating the separated build as its own entity.
Also
I FINALLY fixed the blurry terrain in Revulsion. Next update will have this fixed so its more in line with the graphics of the rest of the game.
New version of the SDK (Multiplayer level editor) uploaded
This addresses a couple issues regarding save files not reliably saving while in editor mode. The new level is now also included but you have to import it yourself at the moment.
Click import and type TheCastle_DSMap01
Download is here :
https://drive.google.com/file/d/1RtxJM5JVWTU8mzj-CK3YiLaXN1sNekbI/view?usp=sharing
Progress on the first level of the new Revulsion Episode, Death's Spiral!
This was all built inside of the new multiplayer in game level editor!
Vlog 31: Dev Stream tonight and Doom 2 map update.
https://youtu.be/TCdLgmwNyCs
I go over a few different topics in this, including the desire to do a dev stream tonight as well as further improving the level editor. My goal will be to try and get more meshes into the level editor then begin getting that out to further patch everything up.
Releasing a new version of the level editor requires me to release a new version of Revulsion though. So I have to be careful to not always be updating the editor all the time. I just feel like right now it would be nice to have a few more meshes available to me than I have currently right now.
If things go smoothly I will be able to have people I know jump on and participate with the level design. This is a fairly unique situation for game development streams. The ability to have people join in from the outside could be pretty fun.
The Doom 2 map is still on hold but I think about it every day.