Please feel free to leave a comment if you want to elaborate on a feature, or request something new, and I'll add it, track it, and send it home to momma.
In-Development
- 27/02/2012: Tidy Gameplay
- Summary: A set of "functional blocks" for paint-and-play game design.
- Includes: Character controllers, AI controllers and other functional blocks (e.g: Level end zone)
- 27/02/2012: Block-set texture packs
- Summary: More texture packs for blocks.
- 09/04/2012: Allow arbitrary layer-visibility
- Summary: Allow the user to preview a range of layers (extended beyond the all-or-one function)
Feature Requests
- 27/02/2012: "Act Empty" modification to support negative tilesets
- Completed.
- Summary: Modify "Act Empty" feature to tile with other "Act Empty" blocks, to allow negative tilesets.
- 27/02/2012: More orientations
- Summary: Add more block orientations to allow more fine-tuned painting of maps.
- Comments: I'm going to add a "Custom Orientation" tool, allowing the user to create custom orientations (by mapping to a grid just like the icons in the Block Editor). These will be saved for use across any block, and evaluated before built-in orientations. This should balance simplicity with power. Like a motorcycle.
- 27/02/2012: Slanted blocks using Soft Selection
- Summary: Allow programmatically-slanted blocks when creating pyramid-styled constructs.
- Comments: I like this idea. It sounds like a fun thing to develop. I'm not sure how universal the usefulness will be, but it will just add another button to the UI, so shouldn't hurt anybody.
- 27/02/2012: UI-integrated Mesh Combine
- Summary: Mesh-combine logic integrated with the Map Painting interface - allowing geometry combination across chunks.
- Comments: This has been something in the back of my mind for a while, but it will need to be delayed until I've finalized the internal logic for procedural generation and other game logic (Active blocks vs. Passive blocks).
- 27/02/2012: Procedural Generation / Runtime modification API
- Completed (but always improving).
- Summary: An API allowing runtime modification of Block Maps.
- Comments: This is largely already implemented, but I am currently developing a test project against the API to assure that drastic future changes won't be required (and thus, break everybody's projects).
- 27/02/2012: API Documentation
- Completed (but always improving) .
- Summary: Document the API so that all of your friends can use it with gusto.
- Comments: Again, this is one that I'm delaying a little until I'm certain drastic internal changes won't take place. By "delaying" I mean a week or so, nothing drastic.
- 27/02/2012: Help documentation, Tutorials, Videos.
- Summary: Put together some help/tutorial resources to allow everybody to get the most out of Tidy TileMapper.
- Comments: I will. I promise. I've been putting this off for a long time. Videos take a long time to make. But in the end, everybody benefits from knowledge.
- 27/02/2012: Delete Layer chunk
- Completed
- Summary: Allow a user to delete a layer-chunk when adding layers.
- 27/02/2012: Tile Mapping window "popping" from docked position upon pressing 'Play'
- Fix Submitted: 28/02/2012
- Summary: Tile Mapping window pops from its docked position when the editor enters Play-mode. In some reported cases, this returns a Null Reference error (when the window attempts to draw an icon that hasn't been loaded yet).
- Comments: This has something to do with the reconstruction of static classes kept in memory (allowing universal access to icons and other loaded files - prefabs and such). I'm on the case.
- 27/02/2012: Slow the input rate of Add Layer
- Fix Submitted: 28/02/2012
- Summary: Input rate of layers is currently too fast. Slow this to avoid the addition of multiple layers accidentally.
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