Sprint #20 - 1/18 to 2/1


Hmm... I just realized I never hit publish on the previous devlog.

Anyway, I started putting the editor block selector together, but I ran in to a problem. There are too many blocks/items to fit nicely in the UI I was planning, and I haven't come up with a great alternative yet.

So there are 23 things to put in the menu:

  1. Dirt
  2. Old bricks
  3. Clean bricks
  4. Leaves
  5. Metal plating
  6. Bubbles
  7. Dirt background
  8. Old brick background
  9. Clean brick background
  10. Tree background
  11. Ladder
  12. Vines
  13. Spikes
  14. Bug
  15. Spikeball
  16. Slime
  17. Bat
  18. Star
  19. Exit up
  20. Exit down
  21. Exit left
  22. Exit right
  23. Eraser

This doesn't count variations of each item, since I can reasonably deal with those outside the menu. Block variations can be placed with an autotile algorithm. Rotations can be handled by clicking on the item multiple times. But that doesn't work for the exits since each direction can only be placed once. So I pretty much need all of these to be selectable.

Anyway, trying to put these in rows in a pull down drawer at the top of the screen would need at least 3 rows, which would make the drawer take up half the screen. Also, the rows would be 8 tiles wide, and there's no intuitive way to divide those 22 objects into 3 groups of 8 or less. So I need some other way to present these, and I want to make sure it's easy to use. This is something the user will be coming back to frequently. Perhaps I could organize them in to 8 categories and make 8 separate drop downs. I feel like that could be too many button presses to change objects, but maybe I should just try it and see.

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