Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I Wanna Lockpick Editor

All-in-one Editor and Player for custom IWL levels · By L4Vo5

What's the current status of the next update?

A topic by MathCookie created Jun 06, 2024 Views: 149 Replies: 3
Viewing posts 1 to 2
(2 edits)

I have a couple ideas for new mechanics I'd like to contribute to the project myself, but I don't want to cause merge conflict shenanigans while the big Salvage Point update is still being worked on. Is that update currently being worked on? If so, how is it coming along? Is there an estimated date for its release yet?

I guess I'm also making this post to ask if you're okay with other people contributing to your project. As I said, once you release this next update, I want to start working on adding new mechanics to the editor myself, since back over in the Lockpick itch.io community I've had a bunch of ideas - obviously I'm not planning on adding all of my ideas, but I think some of them have potential to make good puzzles here (the first two I want to add are the Exact Doors and Partial Blast Doors from "World R3" of this post). Would having somebody else working on adding things hold you up from fixing bugs and adding things yourself, or are you okay with others contributing?

Developer

I haven't been working much on this recently, mainly because of lazyness + classes + I finally got back to an older project.

I'm down to take contributions that improve the editor's usability, there's a lot of stuff I haven't remotely gotten around to yet (like selecting multiple things, copy-pasting them, editing a door or key without having to remove them and place a new one, editor undo). And once I add different backgrounds and tiles I'd also be down to accept cool contributions there. 

But as for game mechanics, I'm not very open to adding too many, unless it's something that seems like it'd have a lot of potential, or, unless it's some idea I had myself and thus am biased for :P. In principle, I'd rather have things that can't be achieved with the base mechanics, be hopefully achieved with complicated contraptions. And then only add a mechanic if it either simplifies a whole bunch of different and unrelated contraptions, or if it adds new capabilities in a way that makes sense and is hopefully simple to understand. For colors in particular, I think new ones aren't very appealing, since there's already so many, they'd have to be really special to be a good addition.

But who knows, maybe I'll change my mind on this stuff further into the project.

That being said, if you're really excited about an idea, you can always just add it and tell people to download your version of the editor to play your levels.

The idea of “have one version of the editor that just includes the base game’s mechanics, and another where a bunch of fan-made mechanics are thrown in too” sounds like a good one to me - though if that’s the route I end up going down, I’ll probably wait on that until the base editor is pretty much feature-complete, because I’m not sure I trust myself to add the usability stuff - I’m more interested in the mechanics than anything else.

maybe a mods menu like geode for geometry dash or curseforge for minecraft where you can add and remove mods from a level pac