If I'm not mistaken, the reporting is only mandatory for asset packs at the moment, right? Will games and other projects have mandatory AI disclosure at some point in the future?
EPICPIKAGUY
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As far as I can tell, this is your graphics driver failing to compile the fragment shader. It *could* be an issue of your GL driver throwing an error when it encounters "precision mediump float;", which is there for GLES compatability but is supposed to do nothing with regular GL. I suppose it would be best to remove that line when not using GLES, but I don't know if that would fix your problem or not.
Thanks for the kind words!
Here are some ROT13 hints:
tbng+xrl: gnxr gur ebpx va gur gbc zvqqyr naq chfu vg evtug gb trg bire gur jnyy. Lbh'yy arrq gb qb fbzr shaxl fghss jvgu chfuvat gur abgrf nebhaq.
tbng+sver+fvmr: Lbh pna chfu qbja n cncre gb rssrpgviryl qbhoyr gur nzbhag bs fcnpr lbh unir gb pnfr fvmr.
tbng+syvc+sybjre: Hfr sybjref gb oernx guebhtu gur hccre evtug jnyyf. Lbh nyfb arrq gb qb n ybg bs uneq guvatf gung vaibyir jnyxvat ba ebpxf sbe gur eha va trareny.
My main concern is that importing a level into the game could trigger some obscure bug which crashes the game and/or ruins your save file. If I implement modding, l’ll probably design a “boot loader” which A) enables game modifications, B) allows you to clear your save file, and C) runs before the rest of the game does.
I do agree that bush is a "broken" spell that feels trivially easy. Maybe that could be justified as a way to give beginners an easy way to get a clear if it were slightly easier to reach, but people have said that the bush orb was too hard to get. Maybe I'll add a hint about that. Good point about the fog of war as well; I might add in a "disable fog" option in gameplay settings.
As for your questions:
1. how do you design this type of multipurpose level?
Mostly, lots of iteration, i.e. repeatedly changing and re-designing things until it's in a place I'm happy with. It's mostly a matter of putting in a lot of time, but it's also about having a lot of goals/constraints while also being willing to try and re-work a lot of things.
2. did you design the spells around the level or vice-versa?
It's hard to answer this question. I think a lot more tweaking/iteration went into the level design than the spells, so I guess it's a case of spells influencing the level? There are much fewer "levers to pull" (i.e. stuff that can be changed) in the spells than the level, so it makes sense to have the level adapt to the spells.
3. are all of the trophies intentional, or did some just happen to be possible so you included them?
Mostly, I just designed the level and figured out what trophies were possible. I suppose that the trophies also influenced the level design, especially once the set of "minimal trophies" were locked in.