Level specific object placement is just about in the editor now, the UI is a little quirky, but does the job. I now need to make the default objects use it too and I think that'll be done. There's a few improvements that I could make to it, but I'd rather stick them as TODO's and get on either the animated / sound emitting stuff or level objectives. I quite fancy the former, and don't think it'll be that nasty. It'll also be my first real contribution to the game engine, rather than just editor stuff and moving existing stuff into scripts!
I'll probably wait until Rob's post and add my bits in over the weekend, rather than try to squeeze them in before.
Regarding level objectives, I'm wondering if this is another script, albeit defined for the level, not an object. What I'm thinking is back to the idea of having if and setvar constructs in the scripting. This could provide a powerful means of defining level completion criteria, without reinventing the wheel. It might look a bit messy, but if we need to define through files what the completion criteria are, we need some kind of 'script' anyway...just a thought...and another reason for holding off on that to think a bit more!
I'll probably wait until Rob's post and add my bits in over the weekend, rather than try to squeeze them in before.
Regarding level objectives, I'm wondering if this is another script, albeit defined for the level, not an object. What I'm thinking is back to the idea of having if and setvar constructs in the scripting. This could provide a powerful means of defining level completion criteria, without reinventing the wheel. It might look a bit messy, but if we need to define through files what the completion criteria are, we need some kind of 'script' anyway...just a thought...and another reason for holding off on that to think a bit more!