Yes, feedback would be very useful. In particular, the
LevelTemplate project has updated instructions on how to use it. That should cover the software needed, with links, and the general workflow to get code compiling and testing new levels in game.
So far most recent improvements to the MissionSDK are pretty minor convenience changes. They have been starting to accumulate though, so they will eventually result in a new release. If anyone is doing any level development and they find rough corner cases, or things that are awkward or unpleasant to use, we'd love to hear about it so we could improve the experience. These can be really minor things, such as missing or poor documentation of a particular method, or awkward multiline code constructs for something you feel should be expressed as a single line, or functions with hard to remember parameters that are hard to read at the call site.
For an example of a recent change, to load a vehicle in a garage, it used to look something like:
truck.PutInGarage(0, garage.Location().x, garage.Location().y);
The first parameter, the
0, is not very self documenting as to what it means. It's actually the bay index. To improve readability we've introduced an
enum for the bay index so the code can instead be written as:
truck.PutInGarage(Bay0, garage.Location().x, garage.Location().y);