[Super-tux-devel] New level-format
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From: Tobias <tob...@gm...> - 2004-03-18 19:47:19
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Hi all, after the 0.0.7 TODO list was postet a nice discussion about the new level-format took place, but accomplishing every wish is impossible. ;) Here is my probably final implementation idea: [Background tiles] // with optional paralax scrolling [Static tiles] // Tiles tux can collide with and which have a static place in the map [Enemy/Dynamic 'tiles'] // bad_guys and moving platforms are examples [Foreground tiles] // no interaction with tux, it's only for eyecandy and above the other 'layers' - again with optional parallax scrolling - A level itsself will have the possibility to set much more details like gravity etc. (the old format already had such options, but they were unextendible without breaking old levels) - A level maker can load as many tilesets (formely known as themes) as he/she wants and new/old tilesets itsself can be added/extended very easily with special configuration files and structures. You'll see it. ;) - To implement all this the lispreader will be used, which can be seen in CVS now. Lispreader is only a parser and not a lisp interpreter. Having multiple layers for parallax effects is surplus for the Milestone1 goals. Furthermore features like the already implemented background image and the coming wheather effects will provide enough eyecandy for 0.1. I want to remember all people, who don't like this plan, that the Milestone1's aim is mainly to create _a better_ SMB1 clone and not to create the "next generation" of Jump'N'Run games. We have to reach the big 1.0 goals step by step and the keyword is evolution. If new people to SuperTux development took a look into the 0.0.5 sources, they would agree that SuperTux is on the right track. :) Greetz... Tobias Gläßer -- |