Editor update

World Editor

I’ve been making decent progress on the world editor over the last week.  I missed my deadline to do an asset spotlight on Friday because I just haven’t had the time to work on it, but hopefully I’ll get something together this week.  In the world editor you can now add assets to a scene and move them around.  By default everything just “sticks” to the terrain, but you can move things vertically as well if it’s needed.  I probably need to look into a finite state machine since keeping track of all the different modes and sub-modes within the world editor is getting a little hairy.  I’ve never used an FSM before but I think if I put the time in to understand it, it would serve me well.  For now I’m just going to push forward, but that will definitely be part of a future code refactoring.  I need the ability to save a scene out to a file and then I think I will transition back over to development on the game and just add features to the world editor on an as-needed basis.

Speaking of the game, I really a clearer idea of how my world will work and look.  I want to create original lore wherever possible and thought I would try to create a new battle system as well, but after thinking about it a bit more I realized the battle system I was imagining wouldn’t work well in a real-time multiplayer environment, so I’ll probably just stick with a classic MMO-style battle system.  I would like to make a crafting system that challenging and rewarding at every character level, so I’m thinking that will be a big part of the game.  But before I do any of that I need a basic story outline and some ideas about races and classes that will be available when the game first launches.

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