Game Development Community

What would you like in a editor

by Charlie Malbaurn · in General Discussion · 02/05/2005 (11:14 pm) · 10 replies

Ok, I'm getting tired of thinking of nifty things and working them into the editor and having everything get all wacked out.

So what I need from you all is a list of things that you would like to see in a script editor.

Here's whats going in so far:

-Intellisense

-AutoComplete

-Bookmarks

-Complete search and replace

-Syntax checking

-Script Tree(shows a tree display of each script and how they call each other)

-Auto scann scripts to add created functions, methods etc to intellisense and autocomplete

-Syntax Coloring

-auto indexing

-Project groups

-Scipt back ups(scripts will have 3 back ups of each with the option to either revert the whole project or part of the project if you mess up)

Might be added:
Function and method wizards
Macros

Debugging
Debugging will be there in a minor way. With intelisense and syntax checking, a good deal of the normal bugs will be caught before the script will compile.
The program will also check for scope issues on variables to help avoid confilcts

There are other things but I'm at work so I don't have everything in front of me....

I'll be creating another post to get into greater detail about the things listed above when I have more time.

For now, I just want to see what people would like to see and why, if you have the time

#1
02/06/2005 (3:10 am)
One of the things I've noticed is that no-one seems to ever release these editors to the public domain....
#2
02/06/2005 (5:48 am)
I would like to see something that allows wysiwyg editing of the help files......

But the scope checking sounds helpfull.

Maybe some templates/wizards to aid weapon, vehicle and player creation etc.

Patch application and diff.

And yes, I would pay for a professional editor. But I want a release date and plan, not just a "when its done". But maybe thats just the project manager in me :-)

Good luck.

Mark.
#3
02/06/2005 (12:24 pm)
Peter,

I promice that it will be finished :)

Mark: All my plans talk about it. As far as a release date, that's not going to happen anytime soon.

I'm doing this on the little free time I have and I don't really want to rush it.

It's going to happen though. There has been to much time involved to stop anytime soon. And the issues I am having will be taken care of
#4
02/06/2005 (12:41 pm)
@Peter:
I started my editor project for the sole purpose of having a cross-platform, open-source Torque editor that will eventually support most of the aspects of Torque.

@Charlie:
Is this project being written in .NET (like about twenty other code editors)?
#5
02/06/2005 (1:11 pm)
Robert,
No It's not writen in .net. It's being writen from the vb6 from the ground up. Then it will be converted to C++ within a slimed down version of Torque, using there available classes to insure cross platform compatability
#6
02/06/2005 (1:12 pm)
It seems whenever somebody is making an editor, they use .NET. I just wasn't sure, :)

Good luck.
#7
02/06/2005 (1:22 pm)
Well the thing is that it's sort of my background.

Some of the projects that I have worked on in the past where web based T-SQL editors, Data mining Gui's to simplify things like MDX, Query wizards and a Pseudo-script environment that would turn around and convert said script into a OLAP friendly syntax.(last one never being finished due to having to force people to use certain data mining setups)

So it's not new to me. The hardest(yet most fun) thing about doing this for Torque is dealing with Hierarchy Issues. But I'm making progress on it :)
#8
02/07/2005 (5:41 am)
I forgot to mention that with projects you will be able to move all files to your fresh compile directory and either exclude the .cs files or keep both the cs and .dso files. It would move all scripts, sounds,etc.. I think it would help keep a clean final version that wouldn't include those files not included in your game.
#9
02/26/2005 (2:31 pm)
@Robert

Any movement on this?

I only ask as I'm getting to the point where I need to either open the editor design docs I have or shelf them. I'm half way through a level editor and it seems to be on schedule. I'm also now able to move on some 2D stuff that was gathering dust on the old shelf. I currently still use Tribal ide as it supports debugging and projects.
#10
02/26/2005 (2:49 pm)
@Peter:
I kinda lost a little bit of progress (I had to reformat my HD).
Now, I am having quite a few linker errors with one of the wxWidgets libraries (1097 errors).

I hope to have debugging and projects done by the end of March (I had planned February but I lost three hours of progress and now I am having Linker errors).