When people ask me about how my maps work I usually just point them to this blog where they can find the XML and see for themselves. But I realize it can be hard to decipher the XML, to figure out which ground's connected to which because of Rype's glitch, and to even know where the grounds are now that we can make colored grounds to match the blue background. But even without these difficulties it can be hard to figure out what properties are important and which aren't--does it matter that the mass/friction/restitution/etc. is a particular value or not?
So I'm considering making "tutorials", although that might not be the best name for what I'm envisioning. What I mean is for a map I'd make a general sketch of the mechanics, show how things are connected and what properties are important. Basically, a skeleton of the map. I wouldn't explain how to use the map editor or edit XML, or any basic concepts or glitches--I'd be assuming that you'd know almost everything in the Map Editor FAQ, for example. And I wouldn't have any step-by-step instructions or videos (you can check out Impuredeath's here), it'd just be one image per map.
So, periodic visitors to the blog, what do you think? Would this be useful to you, or is having the XML enough? I'd take requests for maps instead of doing every single one.
I think it's a great idea. Seeing why and how the mechs work would be useful instead of just looking at a video etc. More understanding of how it works and why would lead to more interesting things, than just knowing how to make it.
ReplyDeleteXML is enough for me to grasp the whole idea.
ReplyDeleteBut I'd be more interested in how you come up with such great mechanisms.
So yeah, tuts please. :)
i think you should do both.
ReplyDelete