Sunday 14 April 2013
Editors and Economies
It's easy to throw together a quick and dirty editor where the user has to memorize 300 keyboard shortcuts and there's no undo, and for some games that's the right thing to do because it means you get to spend more time making a fun game.
But for Blackshift I want the editor to be a core part of the game, and to encourage users to make and share their own levels, so I'm taking the time to do a nice GUI (and boy does that take time!)
I've got a few ideas for ways to take what at its heart is a single-player game and give it an online bit. One thing I'm definitely doing is integrating a usable editor, and letting users browse and play others' custom levels from within the game.
If I've got the time, though, I'd love to experiment with some of these ideas:
The level pit — Watch other people beat your level or fall into your traps. Rate, comment & follow level creators.
An economy — Players spend coins to put unique and interesting things in their levels. Put a bounty on your level, giving other players money when they complete it, to attract punters. Or, require an entrance fee for them to try.
Deathmatch — Two, three or four players playing the same level at once, trying to kill each other instead of finding the exit.