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Sunday, October 27, 2013

Game Editor Progress - Entity Editor and Settings

You can track the progress of the game editor right here. You can also download the free alpha here. And please, support Dungeon Colony by pre-purchasing the game and setting your own price. Every coin you contribute is reinvested into game development.
Thank you!


The game editor is coming along very well: I finished the level settings and have completed the basics for editing game entities. The following screenshot (click to enlarge) shows these two additions:


1. Entity Editor
On the left side is the new entity editor frame. This allows the user to select any entity on the map (creatures and objects) and edit their individual attributes. You can basically make a creature extremely strong and create a boss, for example. The attributes that can be edited depend on the entity type. And each available & editable property will be shown to the user when selected.

And a special feature allows the user to edit the attributes of entities that are shown in the toolbox instead of entities that are placed on the map. This allows you to preset attributes and then place a copy of the same object in bulk on the map. This should allow creating complex maps much faster.

2. Level Settings
On the right hand side of the screenshot is the new Level Settings frame view. This allows the user to select level settings such as enemy waves, air requirements, & dungeon entrance.
  1. Enemy waves on/off: Allows the user to create a level that does/doesn't include enemy waves.
  2. Creatures need air on/off: Removes the need for Air. That is useful when creating maps that don't have the outside world. 
  3. Dungeon Entrance on/off: Doesn't require an entrance to the outside world. 
What's next:
Take a look at the current Todo-List to find out more. But at the time of this writing, I started on the Quest Manager. There is one already built into the game, and when you play the sandbox mode, quests are currently being displayed in the upper left corner. I will extend this existing Quest Manager to include a way for the user to create quests and assign them to a quest tree. The tree itself will not be a simple tree structure, but a directed acyclical graph with nodes that represent quests and edges that define quest relationships. This task is already quite big on paper; so I'm expecting this to take a few days of work to complete...

Here's a sketch of the quest tree manager:

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