Saturday, December 19, 2009

Update

It has been a while since I last updated everyone on my progress of this project. Allow me to explain why exactly this has come to pass...

As I was nearing the end of programming the basic mechanics of the editor, I realized that several things needed to be fixed and optimized. I also realized that this meant an entire re-write of the system was in order, which I planned to do anyway and thus it wasn't a major drawback. So I began programming v0.2 of the editor, this time being sure to program things correctly the first time and making sure the code is easily expandable and easier to read. This will allow me to add or remove features easily without having to re-write major chunks of code. I am still using v0.1 as a testing table, so every feature I add henceforth will be guaranteed to work, hopefully without a hitch. Allow me to list the major features I have tested but not yet implemented into v0.2 (and yes, they work):


  1. File saving. While not yet complete, I have successfully written procedures that save the levels into files properly. 
  2. Object rotation. While this is not as intuitive as I'd like it to be, it's darn close.
  3. Easier object control. Grid-based movement = less of  a hasle for positioning objects.
  4. Deletion of objects. Have an object you don't need in the level? Press "delete" and watch it vanish. If I decide to, I may add a little 'splosion effect to make it more fun and destructive. After all, us humans like explosions.
Features I need to add include the following:

  1. The ability to load levels and saved projects.
  2. The ability to save an unfinished level as a project.
  3. Re-designed interface. I may get rid of the top bar entirely and replace it with an inventory box, which will be constructed of an image that contains smaller images of each object and required entity to be built into the level. I may also replace boring gray color of the GUI with gimp-a-fied gradient colors, just to add flavor (though it could end up being an eye sore to behold).
  4. Choose a skydome. This will allow the user to pick which sky goes with what level. 
  5. Choose the background music. This will allow the user to choose which groovy track plays in the background of the level. Let's Groove, baby.
  6. Give the saved levels a name. Instead of "level1.lvl", you will be able to save levels as "mylevel.lvl".
  7. Make everything pretty.
So, that's it. Shouldn't be too much longer before I can release the beta version for people to test out, and then after that I can get to work on the actual game engine itself and finish creating the models. There's a lot of placeholders at the moment...

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