Game Development Community

Editor In Chief. (Lots of pictures and lots of brown)

by Gareth Fouche · 01/30/2007 (3:43 am) · 3 comments

Geez, it is the end of the month already? Seems like it was Christmas just a few days ago.

Lifes been pretty hectic, which as we all knows translates into less game dev time. That, and I kinda gave myself licence to have a bit of a holiday anyway, enjoy having my folks back in SA for the month, etc.

The trick is then to get back into it after giving yourself said licence. It took a week or two, but I'm glad to say I'm back on track. And at the top of my list of things to focus on were a number of annoying bugs or half finished tasks, things which need to get done but are kinda boring to focus on. Gruntwork.

For instance. I got my code integrated with TGE 1.5, but not with the modified version of AFX. So I'd kinda left that for a bit. If I tried to cast a spell, the game would crash when it created a light. Grrr. The problem resisted my efforts to squash it, and so I was left with only one option. To go back and redo my merge more carefully. Using the prepacked AFX + 1.5 that ships with AFX. Merging is a pain.

But, I settled down and got that done. And, I'm happy to say, it works perfectly now. I did break the players energy (mana) calculations along the way, but that was relatively easily fixed.

So, that done, I moved on to the other piece of boring gruntwork I knew I needed to do, but had been avoiding. Like I said before, I've reached Milestone 1, all the core features are in. However, what isn't in is all the editors to create content for those systems. Its boring work, but it will pay off in all the time I save creating content.

So without further ado, I present you with the Quest Editor 1.0 :

i99.photobucket.com/albums/l300/nakedninja_2006/screenshot_028-00001.png

I've talked about how quests are state machines in one of my previous posts. Here you can see me modifying the OnEvent script for one of the states. Basically, during a game, at any time you can send a QuestEvent. If the Quest is active, its current state will pick up that event and pass it through its stored script. How it reacts is up to your code ;)


And Script Editor 1.0 :

i99.photobucket.com/albums/l300/nakedninja_2006/screenshot_029-00001.png

And Journal Entry Editor 1.0 :

i99.photobucket.com/albums/l300/nakedninja_2006/screenshot_030-00001.png


(looks kinda like the script editor, doesn't it. Ah, copy and paste, you come to my aid again old friend.)


Anyway, after all that beige-ness, heres something a bit prettier to soothe the eyes, the latest model I've worked on, a treasure chest :

i99.photobucket.com/albums/l300/nakedninja_2006/Screen.jpg
i99.photobucket.com/albums/l300/nakedninja_2006/Screen2.jpg

I've also modified those chairs I worked on previously, people mentioned they were looking a little plasticy, so...

i99.photobucket.com/albums/l300/nakedninja_2006/chairs2.jpg
For comparison, heres what they originally looked like :

i99.photobucket.com/albums/l300/nakedninja_2006/chairs.jpg
A bit better I think.

And, on top of all that, I have begun to flesh out the storyline and world, which is quite exciting. I'm hoping to release some details there soon, and perhaps get up a website. Heck, I need to think up a name! Its all starting to feel....real. :D

#1
01/30/2007 (4:40 am)
Gareth, i loved the editor!

I would like to have something similar in my State Machine too. Check my plan: www.garagegames.com/blogs/56257/12142

Keep it up!
#2
01/30/2007 (8:37 am)
Nice blog Gareth. I'm also writing a quest editor, but it is more on the client level. They will not be writing any script code, it'll all be click and drag stuff. This sure would come in handy for a developer, though. Maybe we could trade notes in the future.

Keep up the good work!
#3
01/30/2007 (11:50 pm)
Lots of brown !!! ;)
Like your chairs and that quest editor looks really good.