Re: Question about development of prototyping tools.
"Morten Brodersen" <[email protected]> Thu, 21 Apr 2011 21:46:39 +1000
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <969951B1F7BA406E8E4D1749A3F9AEB4@QUAD> |
Yes that was exactly my point when I was talking about putting a wall between the "level definition" and "level running" data. The sound cue you are talking about clearly belongs to the "level running" data and shouldn't be saved by the editor. Morten -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Gregory Junker Sent: Thursday, 21 April 2011 3:36 PM To: [email protected] Subject: Re: [Sweng-Gamedev] Question about development of prototyping tools. In my experience it is a lot easier and faster to build the tools into the game. You already have the scene being rendered etc. All you need is to switch the game to "Edit Mode" and your tool(s) can take over, making the artist/designer make changes right there in the game, save and continue. I would be careful though, which parameters (or at least which properties of a given parameter) your tool saves. TGE's world editor (for painful example) would also save the state of, say, sound effects, so your level designer might run the level, change something, and find next time they restart the level that a seemingly random sound cue is playing. Greg _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com