SamuZai
Codeur de nuit
Codeur de nuit

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VOTE : Level input/output system

I need to decide how to manage the inputs /outputs points of the levels.

1) I can keep the current system. Each block has inputs and outputs.

if we want the player to move between two levels, we need to link the inputs and outputs to the corresponding numbers. As soon as the player enters the area. He's teleported to the area of the other level.

If you wish to enter the level after a VN scene, connect the scene's output to the level's input. .

If you wish to exit the level to a VN scene, connect the level exit to the scene.

(This will be very quick to code).

 2) Or, I code a new two-way system (for levels only).

If we want the player to move between 2 levels, we need to connect the in/out points of the two levels to each other.

If you wish to enter the level after a VN scene, connect the scene's exit to the level's in/out point.

If you wish to exit the level to a VN scene, connect to the scene's in/out point.

(This requires me to record the architecture of the story tree engine).

Comments

Please hear me because I'm 100% sure : you did an amazing job so far. The actual result is already better than any other existing editor. The level feature doesn't look mediocre but exiting, and right now its interface and what it produces puts it ahead of RPG Maker, while having such feature wasn't even expected in the first place ! Doing all this alone is huge, it's just normal thing to feel tired and lost, especially if you're a perfectionnist like you sound to be. ;) Don't worry about assets, NS core looks great, additional visuals are very neat for a starter pack, and you'll find graphists helping to make it grow through your store. I trust so much in your project that I've already bought a 4070S and a Huion Kamvas, now I'm planning into upgrading the rest of my PC (cause I end up with an insane CPU bottleneck XD), and I've spent countless hours on Stable Diffusion to learn how to generate my own models, plus paying on Krita as I want my stuffs to look neat and not generic, all this to contribute to your store if you like the result. ^^ I'm pretty sure I'm not the only one looking forward the big launch to get involved, and if it take months, or even a year, that's alright, we'll be even more ready to fill the store day one with pleinty high quality stuffs. Really, keep faith, you did awesome so far.

Ailurus

What really wears me out is not knowing exactly where I'm headed and then not being satisfied with the final result of a feature. When I ask questions, it’s to clear up any doubts, because otherwise, I may have little energy to move forward. To be honest, I’m not satisfied with the level engine as it is. But I think that’s mostly due to the graphics assets. I’m not great at that, and it makes the user experience kind of mediocre.

CodingNight

Hi ! IMO it really depends on your actual level of energy : the second option looks the best from an user perspective as it looks way more clean in the interface, and NS is all about ergonomy. But the first option would be preferable if you start to be tired of it... better done and functionnal than taking some months exhausting you for other stuffs you are more excited about like the store. As it already looks better than RPG Maker, and do beleive you can end up with a banger, I vote for going after the extra mile (option 2). But in the end I leave you the choice on my 2 cents if you feel you'd prefer go for other stuffs and maybe come back on it later.

Ailurus


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