Technical Analysis
Level Editor:
Every game needs a level editor. The primary goals for developing our level editor include power, flexibility, and ease of use. It is designed with a familiar interface using easily recognizable window controls such as menus and tabs. It provides the functionality to build any size level quickly and easily through sector management. The levels are broken down into a number of sectors with each sector representing a variable portion of the level. Each level requires a theme which describes the style of level and the objects/terrain associated with it. You can load in a game theme or create your own. The editor has the ability to import 3d Studio Max objects. Generally this is done through a level theme script file. Once a level is open, objects can be created and dragged around with the mouse and will snap to the grid when released. This can be done in three of the four viewport windows. Four cameras are provided, each with it's own view in the world. These cameras can be toggled from front to back, left to right, top to bottom and the perspective camera can be rotated arbitrarily. There is also a fullscreen mode to maximize the view. This way the user can get an idea of what the level will really look like in the game.