Level up...
For a while now, I've been designing levels for Overnumerousness the old-fashioned way: pen and paper. I'd meticulously sketch out each level on squared paper, carefully translating those squares into the game's layout code. It was a long, tedious process, prone to errors and easily leading to disinterest. Each new level felt like a monumental task, draining the joy from the creative process.
This week, however, I finally decided to take a different approach. I spent a few quiet hours building a dedicated level editor, a tool that would revolutionize my workflow. No more painstaking conversion, no more risk of misinterpreting my sketches. Now, I can paint my levels directly, just like we do with tiles in traditional 2D games. It's intuitive, it's efficient, and it's a sheer delight to use.
Looking back, I wish I had taken the time to create this editor sooner. The difference is night and day. The level design process is now a breeze. Well...except that I still have to think of levels to put into the editor. A step in the right direction though.
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Overnumerousness
More posts
- Levels, Levels, Levels...oh, and some new features.Jan 30, 2024
- Aaaargh!Nov 16, 2022
- DEMO!Oct 15, 2022
- OvernumerousnessSep 28, 2022
Comments
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Hey! Nice to see you're still chugging away at this project. Making tools is something that I always think is super cool game dev's do. I haven't tried to do anything like that because I guess I'm not really sure what kind of tool I'd need or that I even have the know how to make something like that. Have more or less used Unity out-of-the-box.