One Level? Seems to be a complex task to make one Level of your game. Is it beacuse of the complex graphics or is it because of finding a nice Level design?
I can't speak for this game, but usually the majority of the work is actually in the engine (ie the controls, rendering, logic etc.). You don't usually code each individual level. So it makes sense that there's lots of work getting the first level. Once the engine is up and running, things get a bit easier, and you then just create new level data that plugs into the same engine.One Level? Seems to be a complex task to make one Level of your game. Is it beacuse of the complex graphics or is it because of finding a nice Level design?
Don't underestimate how much work a level editor can be, it can be quite an enormous and challenging task, especially if you got a flexible game engine and want to support all of it.As we are currently not working on the level yet we don't have an editor but it shouldn't be that difficult to make one But first the monsters
In other (unrelated) news I got a Caanoo now Will be looking into building Rainy Day for it, just to see how well it runs
I can vouch for Tiled (we used it in Shizophrenia), but as far as I can tell Rainy Day is not made of tiles, but background images with a collision image overlay.Have you considered looking at Tiled? That's a very good level creation studio. It exports levels into an XML-like format, I believe, and then you can load the files. I believe a few premade loaders for C++ exist.