Dtroid wrote:Oranjuice wrote:As for equippables in the LD versus campaign, I'd keep them separate to prevent any possible spoilers. That was a small flaw in SM63; it isn't bad since there aren't any major giveaways, but the intertwining of the two (story/campaign and LD) bugs me a little.
What LD versus campaign? What spoilers?
The LD is the Level Designer. The campaign is the story levels. "Equippables in the LD versus campaign" means "equippables in the LD versus equippables in the campaign." Spoilers are important plot details that may ruin the story if they are told ahead of time. For example, if an item in the LD shows something that does not appear in the story levels until much later, that could be a spoiler.
As for equippables in the LD, I'd say put them in by all means, but don't make them random. Here's what I was thinking could be done if possible:
*Checkboxes in the level options menu determining which powerups the player starts with.
*Every powerup in the game as either one item or separate items so that they can be placed normally throughout the level.
*A "spawn item" trigger command that creates an item at coordinates specified by the designer, or "this item's position" for enemies. This might not be something easily programmable, but I don't know because I'm not a good programmer.
These should allow the designer to control what and when powerups are given to the player, avoiding any possibility of breaking the level.
As for throwing items with the keyboard...I don't have anything for that. I'm not particularly looking forward to controlling the game with two parts of the keyboard and the mouse, though. Other than that, everything looks fantastic and you should keep up the good work.