DS Design: Level Editors
Thursday, January 8, 2009 at 11:41AM
Richard Terrell (KirbyKid) in Misc Design & Theory

This entry into the DS Design series will be a quick one. Today we're looking at level editors.

Using the DS touch screen, editing a level is more direct than ever. Editing terrain is like painting. Positioning units/players/enemies only requires a drag and drop. After designing levels for the original Advance Wars on the GBA, I've found the touch screen controls to be absolutely liberating.

With the touch screen comes not only a direct applicator/cursor, but contextual on screen buttons. Players no longer have to memorize which buttons do what.

The top screen very useful for displaying additional, detailed information. Whether it's a zoomed out view of your level, stats on how many resources you've used up, or information on the current unit/tool you're using, the top screen is always just a glance away while never crowding the bottom screen.

Of course, there are more good examples of editors that these. These are just a few examples of the editors I have experience with (Korg DS-10 being the exception).

 

 

The touch screen and dual screen features of the Nintendo DS have revolutionize level editors. And it doesn't stop with levels. Any menu work, character customization, texture making, and even deck building is easier, faster, and more intuitive than ever before on the DS.

 

 

Article originally appeared on Critical-Gaming Network (http://critical-gaming.com/).
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