One thing I'd like to see - without knowing how doable this is, mind you - would be support for an additional list layer for the event window and its related UI.
The episode I'm working on is very large in scope with many new objects added, and in the end I have every intention to not lock out a level from using the original behavior of an object (etc.) next to the additional one that uses its ID.
Example: see how much food I'm adding in the demo levels. You might think no one in their right mind would use more than 255 different food items in a single level, and yes, that's definitely reasonable. But the logical, clean-looking and conveniently usable end goal would be to have the same object asc for all the episode levels, similarly to BL18 or HH24. Even at this very moment there's 92 already, that's over 1/3 of all the event IDs available. Imagine if MLLE supported branching out events further so that the selection list could go, for example...
- Pickups
- Food
- Apples
- Red
- Green
- Yellow
- Mixed
- Exotic
- Banana
- Mango
- Pineapple
- Fast Food
- Hamburger
- Cheeseburger
- Fries
- Hot Dog
(I sure hope this displays in a readable manner...)
You might suggest that there's already a solution in that I can use event parameters to introduce an additional layer of selection, but here's the thing: it's not quite as readable in MLLE's level view. The squares are limited to the event name, and the parameter is only a small piece of text on the bottom bar - and that's a generic number for anything custom-made. It'd be far more readable if the event display could read what it should say from a label one layer deeper than the event ID name.
And an innate support for keeping the original object behavior there as an option from the built-in custom object editor would surely be more inviting for script newbies. Even having done this for a good while now, the logistics of deciding which objects can I overwrite since I won't be using them can be a pain in the butt.
|