{"author_link":"\/users\/tutti-ankka","author_name":"Tutti Ankka","author_uid":"tutti-ankka","comments":[],"epoch":1674560303,"event":"LD52","format":"md","ldjam_node_id":323067,"likes":13,"metadata":{"p_key":"171836","p_author":"Tutti Ankka","p_authorkey":"1000341","p_urlkey":"401140","p_title":"Elonkorjuu - Post Jam Update","p_cat":"LDJam ","p_event":"LD52","p_time":"1674560303","p_likes":"13","p_comments":"0","p_status":"WAYBACK","us_key":"1000341","us_name":"Tutti Ankka","us_username":"tutti-ankka","event_start":"1672963200","event_key":"116","event_name":"Ludum Dare 52"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD52","removed_author":false},"_superparent":313060,"_trust":3,"author":341,"body":"![Elonkorjuu_PostJam.png](\/\/\/raw\/551\/z\/56c2f.png)\n### Hello everyone! \nWe have been working post-jam on Elonkorjuu and have finished a rough version of a universal level editor. By universal I mean it can be used on any project using similar kind of map generation as Elonkorjuu does. As Elonkorjuu levels are nothing more than numbers in a .txt file.\n\n## Level Generation\n![LevelExample.png](\/\/\/raw\/551\/z\/56c08.png)\nHere you can see one of the levels in our LD build. It's just object IDs in .txt format. Every index is 2x2m inside Unity and they are just prefabs that are placed based on the ID and its location, which we can get from the file.\nThis is why Elonkorjuu doesn't have any verticality nor does support rotating any map objects inside the editor. All of the objects must have different IDs for different rotations, if that is needed. Making levels inside notepad works, but it is a bit tedious and kind of hard to visualise the environment.\n### Prefab examples\n![2x2Prefabs.png](\/\/\/raw\/551\/z\/56c30.png) \n\n## Level Editor\n![Elonkorjuu1.gif](\/\/\/raw\/551\/z\/56c10.gif)\nAs you can see, editing levels this way is a lot more efficient than just typing numbers in a notepad. It's nothing too fancy, but gets the job done.\n\nThe generated level from that looks like this:\n![EditorExample2.png](\/\/\/raw\/551\/z\/56c0b.png)\n![IngameExample.png](\/\/\/raw\/551\/z\/56c0c.png)\n\n## Universal Usability\nNow, if the level editor needed assets from the game it wouldn't really work universally. That's why there is a way to separate the level editor by making it a standalone build. We can select the sprites for each ID by adding an ID_Texture.png file to Editor_Data folder. Currently the ID texture file must be 1024x1024 and each sprite must be 64x64 pixels. This could be made as an option to change the parameters, but it works for now. The sprites are read from bottom-left to right each row at a time. Here is the currently used ID texture to help understand what I mean.\n![ID_Texture.png](\/\/\/raw\/551\/z\/56c11.png)\n\n\nYou can also freely modify the brackets on the right side of level editor by adding the IDs and bracket names inside ID_List.txt file.\n![ID_List_Example.png](\/\/\/raw\/551\/z\/56c13.png)\n\n## Conclusion\nOverall it's nothing too impressive nor hard to make, but this level editor will give us a lot more faster level design times and can be used in future projects, shall they be similar in terms of level generation. The editor is very limiting but also creativity inducing at the same time. Kind of like how old games managed to work around the console and\/or engine restrictions.\n","comments":3,"comments-timestamp":"2023-01-24T21:54:40Z","created":"2023-01-23T22:31:12Z","files":[],"files-timestamp":0,"id":323067,"love":13,"love-timestamp":"2023-01-24T21:06:50Z","meta":[],"modified":"2023-01-24T21:54:40Z","name":"Elonkorjuu - Post Jam Update","node-timestamp":"2023-01-24T11:38:23Z","parent":314650,"parents":[1,5,9,313060,314650],"path":"\/events\/ludum-dare\/52\/elonkorjuu-the-life-harvesting-game\/elonkorjuu-post-jam-update","published":"2023-01-24T11:38:23Z","scope":"public","slug":"elonkorjuu-post-jam-update","subsubtype":"","subtype":"","type":"post","version":1008732},"node_metadata":{"n_key":"323067","n_urlkey":"401140","n_parent":"314650","n_path":"\/events\/ludum-dare\/52\/elonkorjuu-the-life-harvesting-game\/elonkorjuu-post-jam-update","n_slug":"elonkorjuu-post-jam-update","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"341","n_created":"1674513072","n_modified":"1674597280","n_version":"1008732","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/52\/elonkorjuu-the-life-harvesting-game\/elonkorjuu-post-jam-update","text":"![Elonkorjuu_PostJam.png](\/\/\/raw\/551\/z\/56c2f.png)\n### Hello everyone! \nWe have been working post-jam on Elonkorjuu and have finished a rough version of a universal level editor. By universal I mean it can be used on any project using similar kind of map generation as Elonkorjuu does. As Elonkorjuu levels are nothing more than numbers in a .txt file.\n\n## Level Generation\n![LevelExample.png](\/\/\/raw\/551\/z\/56c08.png)\nHere you can see one of the levels in our LD build. It's just object IDs in .txt format. Every index is 2x2m inside Unity and they are just prefabs that are placed based on the ID and its location, which we can get from the file.\nThis is why Elonkorjuu doesn't have any verticality nor does support rotating any map objects inside the editor. All of the objects must have different IDs for different rotations, if that is needed. Making levels inside notepad works, but it is a bit tedious and kind of hard to visualise the environment.\n### Prefab examples\n![2x2Prefabs.png](\/\/\/raw\/551\/z\/56c30.png) \n\n## Level Editor\n![Elonkorjuu1.gif](\/\/\/raw\/551\/z\/56c10.gif)\nAs you can see, editing levels this way is a lot more efficient than just typing numbers in a notepad. It's nothing too fancy, but gets the job done.\n\nThe generated level from that looks like this:\n![EditorExample2.png](\/\/\/raw\/551\/z\/56c0b.png)\n![IngameExample.png](\/\/\/raw\/551\/z\/56c0c.png)\n\n## Universal Usability\nNow, if the level editor needed assets from the game it wouldn't really work universally. That's why there is a way to separate the level editor by making it a standalone build. We can select the sprites for each ID by adding an ID_Texture.png file to Editor_Data folder. Currently the ID texture file must be 1024x1024 and each sprite must be 64x64 pixels. This could be made as an option to change the parameters, but it works for now. The sprites are read from bottom-left to right each row at a time. Here is the currently used ID texture to help understand what I mean.\n![ID_Texture.png](\/\/\/raw\/551\/z\/56c11.png)\n\n\nYou can also freely modify the brackets on the right side of level editor by adding the IDs and bracket names inside ID_List.txt file.\n![ID_List_Example.png](\/\/\/raw\/551\/z\/56c13.png)\n\n## Conclusion\nOverall it's nothing too impressive nor hard to make, but this level editor will give us a lot more faster level design times and can be used in future projects, shall they be similar in terms of level generation. The editor is very limiting but also creativity inducing at the same time. Kind of like how old games managed to work around the console and\/or engine restrictions.\n","title":"Elonkorjuu - Post Jam Update","wayback_source":[]}