I haven't really decided on what kills the creature, if it's unable to breath if wet, or the slightly more over-the-top idea that the rain can actually pound a small animal to death... Maybe I won't have to specify.
Update 39Today I did a little work on the level editor. Not the level renderer, but the editor! Created a function that you can set up an axis for horizontal mirroring of your actions, which makes it considerably easier to paint a symmetrical level.
I made a level, which will be the first or the second one in the campaign. I also started to think about how the campaign will be set up, and how the format of the levels will look like.
I use the word "campaign" here instead of "single player game", because I have no intention of stopping two or more players from going through the campaign together. Maybe you'll have to be alone to progress and unlock new levels though, we'll see how hard it is to balance.
And, I made an important decision. From now on I'll stop working on random art assets, as I can't really motivate this by having to test the tile renderer any more. I got stuck in a pattern where I drew a lot of random tiles, thinking that I'd probably need them when creating levels later. This is a horribly unefficient method, as I in the end would likely have ended up with a lot of art assets that were never used.
The new approach is this; I create levels, and then I create the art assets needed for them. This will give me a slowly increasing library of tiles, and I will probably often find that the levels are faster and faster to make, as I can reuse old tiles. If
art evolution occurs I can always go back to old levels and mix in some newer tiles to create consistency.
My thoughts on the level editor has also changed slightly. I no longer view it as a game feature, but a development tool. A development tool that I plan to release, but still a development tool. The difference here is that I don't need to focus on making the level editor look all slick, which would be wasted time anyways since half of the audience won't even open it, and those that are interested in making their own levels are probably more towards the nerdy end, and won't mind a little programming grit. What I'm saying is that I'll make the level editor mainly for myself to use, which means it's going to suck, but I still plan to release it.
In other other news I've started to set up some stats for two different types of lizards, the easiest one and the hardest one. My idea right now is that there'll be five types, one being the easiest, three being about equal but in different ways, making them depend on different terrains, and one being the hardest. This one won't be better than the three specialized ones in their specialized stat, but will have a higher over-all performance and a very persistent hunting technique, making it a fearsome hunter.