Tuesday, November 10, 2009

Editor


I haven't posted an update in a few days, but I definitely haven't been sitting still. Working on several more post-processing effects, polishing the effects I've already done, managing my team, reorganizing/recoding my framework, and working on this:



EC Editor

(click for full view)



The Leadwerks Sandbox is a great tool, the new version 2.3 Leadwerks Editor (which comes out soon) is going to be even better, but my project demands a lot of custom features for our project. Therefore, I have to create a editor, one that fulfills all the needs of my project.


I have a lot more work to do but I started on it this morning. The canvas is indeed Leadwerks powered, has a rotating cube for initial tests, camera rotation/movement, and so forth.


7 comments:

  1. may you explain more about what is this editor for? what is your game genre? (if it's not private ;)! )

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  2. Well, it's a work in progress, but will eventually be like Sandbox. Except that it'll be more personalized for my project, include a few features that I want in an editor, and so forth.

    If a map designer requests a feature, I wouldn't have any problems making it, since I've created my own editor. I will also be designing this editor so the maps can be made in collaboration with multiple people.

    My project is a FPS/RPG concentrated around horror.

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  3. ooohhh horror. what time period?

    www.opacity.us is a great site for rundown asylums, bunkers weapons plants and hospitals. nothing says creepy like an old wheelchair in an empty room

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  4. thats great!
    I'm curious to see how it would be when finished..

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  5. Nice, thanks for the reference.

    Time period will be around 2020 after ten years of oppression, destruction, internal war, and so forth.

    I'm basically making a game I've always wanted to play.

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  6. le engine is perfectly suited to the horror genre. so your on the right track. the full dynamic lighting lends itself well to lightning, and creepy flickering lights. as well as the odd menacng shadow.

    i've had my opinions of what the lighting isn't as good for but horror is where LE really can shine

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  7. Definitely man. The ease of commands makes the whole process fairly easy as well. It seems to be a slight struggle for various artists (not all use 3dsm or maya, etc) but I plan to at least combine some of converter tools in the editor.

    At the moment I'm failing at the terrain portion of the editor, so I may just skip it for now. Changing the terrain height and so forth doesn't have any effect. Either the documentation on terrain is outdated, I'm not using it right, or I'm forgetting something.

    I've started concentrating on my new framework instead for the moment, which is including threading ability, but I'll be posting more screens here shortly.

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