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I like emulation and indie games :3


From Brazil



The new level management mechanism is now giving results:

When a level gets open, it reads a CSV string with properties of each entity, which is used on spawning.

When the level it's reloaded, the CSV string it's re-read and the entities are spawned again.

The plan here is:

When it's development mode, I read this CSV from a file at run-time, thus I can modify the file, and see the results live by re-opening the level, but on release-mode this CSV will be loaded from the file at compile-time.

This way I my non-programmers colleagues will not need to install a compiler on their computers in order to make changes to the game, nor wait for compile times (although my games takes 1s-3s to compile generally).

But for release, I'll not need to worry about the security problems of players possibly loading unsafe files (since my algorithms are naive), because the CSV content will be embedded on the source in this case.

Well... hopefully it's a good ideia :P


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in reply to @Andre-LA's post:

Awesome tool! Reminds me of one of the latest videos of Masahiro Sakurai, which talked about using sheets for game design balancing. I really enjoy these kinds of "home-made" tools for debugging and iterating the game.

Keep up the good work! :)