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https://www.youtube.com/watch?v=0QN3MnyRYfw
I've discovered a few more glitches with editor levels, so I'll be making another video about those soon.
Edit:
https://www.youtube.com/watch?v=K4lUAH6MYG0
Edit 2:
Another glitch I've found is that if a level uses a lot of custom objects, you can start the level after the initial 'load' and before all the custom objects get added. Doing this will reset the objects' properties, causing objects that shouldn't be grabbable to be grabbable.
Previously Suggested:
- Be more transparent with object scale/stretch/rotation units and allow us to define/change them precisely. I understand the desire to restrict players to prevent "troll" levels or levels that try to crash the game, but it also hinders creativity.
- More base-game objects (always will be a suggestion :-) and textures for walls/floors/ceilings.
--- Maybe allow us to define our own Themes where we can upload 3 textures (or even 3 full objects themselves) - one for a floor, one for a wall and one for a ceiling. This could integrate with the current theme chooser.
- User-defined tags for buttons/doors (and more). This idea is extended with more suggestions below.
- Portals.
- Checkpoints. Numbering them 0-255, with higher numbers being the "latest" checkpoint would work fine. The checkpoints could just act as a new starting flag and you can do like Mario Maker does and make the level have to be completed from each defined checkpoint.
- Global lighting control instead of the spotlights that are there now.
--- "Zones" of different lighting maybe. Idea explained more below.
Editor Suggestions:
- Show us the vertices of imported object meshes so we can make sure they are the shape we want.
- If possible, allow snapping of imported objects to each other/base objects - even if it's just "closest edge to closest edge."
- Some "replace object with another" option that lets you replace an object with another but keeps its same scale/rotation.
- A "highlight all objects" key/button that turns on the orange outline (maybe a different color to show it's a highlight and not selected) individually for every object in the scene.
- "Select all of type" key that you could use to select all objects in the scene of the same type you currently have selected. This could work with Themes/Material to select only Blackout themed walls, for example.
- Have "reset size" work on imported objects - maybe to set them back to their imported size.
- Display a list of all the objects currently imported into the dream's UGC folder (or list them on a shelf [maybe scrollable], kind of like the way the personal collection/subscribed items works).
- I know that the editor room is small, but with a lot of objects, levels can get laggy. Is there a way to add player-defined or automatic culling?
- Sound effects...?
Mechanics Suggestions:
- Global tags that can be applied to any object (and objects could have multiple tags), used for;
--- Changing gravity of those objects.
--- Changing theme.
--- Changing material.
--- Changing grabbable state.
--- etc.
--- Changing lighting (if lighting is implemented)
--- Changing the object from what it is to another.
--- Changing scale/stretch/rotation if possible too.
--- Removing the object from the scene (just making it invisible/intangible)
--- Adding previously removed objects back to a scene.
----- With this, allow a new option on the right-click menu to set objects to default to being invisible/intangible (could be displayed as a wireframe/half alpha to show in the editor).
- For global tags, the idea is to define a button (or switch) that runs a state change on all objects that have that defined tag. So something like "On touch: Toggle grabbable state of objects with global tag 'grabMeBaby'" or a default "On touch: Toggle doors with global tag 'Blue'"
- Switches. To be clicked on instead of stood on. Would act the same but be latching. Could be used with global tags as suggested above.
- Latching in general. Allow buttons to be set to be one-time latches, switches to be one-time latches, or toggles (with a timeout so they can't be spammed)
--- For this, the "default" state would be what the object is when the level starts, and then the "on" or "latched" state as used by global tags suggested above (for doors, their "on" state would obviously be "open").
- Zones. They could be set to trigger when a player enters or exits them (can technically be done with below-the-floor buttons currently). They could be used with global tags as suggested above, or any kind of implemented lighting.
- Teleporting. Could use an on-button-press/on-switch-click effect, or enter-zone (as suggested above), or even a teleportation pad to teleport the player to another spot in the level. To make it simple, you could use start-flag-like objects with defined tags that act as teleport senders/receivers.
- Timers. Could be objects with global tags that can be set to start and last for X seconds at which point they turn off/on/toggle another global tag. This could be very powerful and allow for crazy mechanics if implemented (and the objects-not-triggering-buttons-on-level-reload bug is fixed, that is).
These are just some ideas to look over. Ideas are cheap, so I'm just throwing them out there.
I'd like to reiterate how much I love this game and to thank you guys for even adding the level editor to begin with. It's really extended my fun with Superliminal. :-)
Specifically concerning laggy levels, are there any levels on the workshop that you could point us to that have bad performance? We might be able to do some performance work for the next patch.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2376494365
There is also this monstrocity that causes me to dip to 8fps just loading the level, but I assumed that was the intention of the designer;
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2338709359
There are a number of performance optimizations available in the Unity engine that we can't easily leverage at runtime (the built in occlusion culling being one of them). But there might be some quick fixes that we can make that would help (your level is about 8000 draw calls, while the typical worst case in the main game is about 1000).
(Also in the next patch, you'll be glad to know we'll be fixing the bug that lets the player play a level before it's finished loading)
Worst case scenario I'll just cut any larger levels I make in half or use less details in the future. It's not like that level needed a giant back area with a loading dock. It was just something I wanted to add for funzies.