Posting my next 5 list of things to make (follow up, all previous are finsihed):
1. Trio (asterix) finish up: particles, collision, sounds
2. Crates (*beacons* implementation (bonuses), trio attacking => breaking, tardises)
3. Laurels
4. Sam
5. Game UI
hesopesomeso
hesopesomeso
I'm thinking of doing a (pre)^(unresolved n)-release (editor) for windows(?)/linux soon. Only as experimental, I assume many features would be missing (and K classes as well). Would that be fair? Or should I wait? I don't even know if anyone wants to try it
pegperegogaucho
pegperegogaucho
You've got the editor going already? What can you do with it? I'm intrigued
I can tell you what I plan to have in the pre^n-release:
- Launching the game (incomplete game for now)
- Project management (serialize+deserialize for implemented classes)
- Basic scene management (level creation, sector creation, sas bounds, level properties, etc.)
- Viewer+Transform for all implemented classes.
- Live modification of values in classes.
- Per class specific actions.
- Modification of code (essentially adding new code => new classes, events, ...). Editor will recompile automatically.
- Import/export of some sort (textures, models)
- Event manager (events generated directly from code)
- Detector manager
- Collision manager
- Ground manager
- Cinematic manager (cinematic batches <=> graph, setting them up, etc.)
Later updates:
- Ground modeller
- Collision modeller
- Animation viewer
- 3D viewer for models
- Texture viewer
- Audio player
- Proper particle manager
I probably missed a ton of stuff, will add them when I get home.
hesopesomeso
Might not be useful right away , soon enough I'll add enemies!
pegperegogaucho
Sounds like a lot, but I will have to see when I actually open the editor what there is
hesopesomeso
Adding custom shaders would be cool too... (very simple), but probably as the last update