that all you need to do is read it and edit it thats it
just push that damn programming slang at the back and speak about it in manual
if some want to get more technical
till this day i refuse to do a tutorial just because of the UI complication
its dense and extremely technical
once it gets to some simplified version i will do my best to write guides for it
its just for now its very technical and it makes no sense for people with less technical skills
as i said i will help you with simplifying the UI because i am keen as well to be able to understand editor freely without much headache
I'm using the same terminology that have been used by ELB, hence I will take "squad" and not "formation".
It might not be immediately obvious what "squad" means, but in that case we just define that word in some documentation/tutorial/guide (that the user will have to read first and learn), or might also put some definition in a tooltip when accessing the Squad window.
And yeah, I plan to do more documentation, I know that the only guide about character import is not enough.
I might do another one for custom levels, like just I've did today, just need to find a good environment (e.g. which 3D modeling software to use etc.).
And note that documentation is also a lot of effort to do and time consuming, and if I have to write code AND documentate it to non-technical people it's too much for me
i understand what you mean
but the terminology of ELB is known only to you pretty much
terminology is extremely narrow specific and not something common like unity or unreal or any other editor terminology
as i said i will happily invest my time and help you out with it if its too much for you
Yeah but at same time Kal works differently than Unity/Unreal, hence why you have other words
In Unity you have GameObjects and you can assign Components to them
In Unreal it's called Actor instead (if I'm not wrong)
In Kal, you have scene nodes, where you can attach hooks
in Kal you also have the squads, beacons, PF nodes, markers, grounds, that don't necessarily have anything corresponding in Unity/Unreal (maybe just emulated with a GameObject/Actor)
examples with unity and unreal were more of a showcase how they simplify language in a way that a dumb user like me understand it
they could have instead of calling a actor name it MainEventGenerator_CW
or some stuff like that which would be way to backend for a user
you would never get what it means as a user