Monday, March 8, 2010

Edit Mode slowly but taking shape

Pretty much like the title says. Although I haven't planed anything beforehand, the editor mode is slowly taking shape, most of the work is done under the hood but here are some more notable features I implemented so far:
-Selecting/deselecting entities (so far only the player can be moved but it's only because I haven't integrated the other entities into the system).
-moving them around
-Displaying their info.
-select different layers and being able to select ents only on that layer

The editor is embedded into the engine so you can enter it at any time in the game. So far I still didn't implement saving and loading but that isn't far behind. In fact the editor saving will work exactly like the game loading and saving. Later I'm gonna work on this system a bit more to differentiate loading and saving a map and loading and saving a gamestate, which shouldn't be that difficult.

My hopes for the next editor update should be the following:
-Integrating all existing entities into the editor
-creating and destroying entities.
-Changing the layer an entity is on, and changing the order on the layer (bring forward, bring backward, etc).

Later yet I'll add the saving and loading of the maps.

There's still one major feature I want to add to my editor:
Entity Edit Mode

This mode will be specialized for every new type of entity. Normally you can move, rotate and scale the entities. But what about those that need a custom texture, or those that have a model or animation you want to edit?
In those cases you enter the entity edit mode and you'll be able to edit everything as you see fit, with your own custom GUI and everything.
So it'll work kinda like a program inside the editor.

Here you can see how everything looks now:

Not very inspiring, is it? Oh well, the GUI will come later when the most important features will already be implemented.

Later!
~Spliter

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