||[Mar. 13th, 2008|02:39 am]
Spectre Gruedorf Challenge Blog
Copy and paste works. Also, I fixed the undo command's keyboard bindings, and ensured that all of the current brush creation tools actually work in all windows. Now we can build:|
... Ugly little Quake 1 style levels? Bleh. Oh well, t'is progress.
EDIT: TODO before a binary release:
- Re-add portals.
- Compilation of brush data.
- Small pack-in demo of some kind; something small, inoffensive, and not really impressive at all.
Incidentally, it is worth noting at this point that despite Spectre's editorial flaws, as they were, it's better than the competition. Which is sad, really. Unity3D doesn't support any form of undo, for instance, and they're now selling and on version 2.0. Or, for that matter, snap to grid - which Spectre has had from day one.
Somewhat more astonishing is the fact that the Torque Mission Builder doesn't even have an orthogonal viewport for object placement.
Yet these are considered viable options for game development? It's somewhat astonishing. I continue to think that doing a few things, and doing them well, will lead to a successful product. Which is more important these days, anyhow? Sizzle, or steak?
2008-03-14 04:06 am (UTC)
No undo in those tools? That is egregious. Undo is like the lifeblood of any development tool!
If you're writing an engine just for fun or hobbyist use - i.e. VERGE and its ilk - then maybe it doesn't matter so much. Chances are, nobody will finish anything in it anyway. :D However - for a *commercial* application that is actually being purchased, for real money? It astonishes me. I think that the main reason it's not being done boils down to the following:
1. Nobody in house actually uses the tools. (This is the "eat your own dog food" model.) I don't know why Torque sucks so much, though, under this approach - they do use their own tools, so it amazes me that they haven't fixed their most horrible problems yet. Either that, or they're keeping the fixes to themselves.
2. Laziness. Implementing general undo/redo/copy/paste is annoying. Not hard, but aggravating. I have to go through my code once a week and make sure that all the new features are playing nice with undo/redo. Now THIS is a golden opportunity for test driven development, and something I should do anyway - especially as everything in SLED, from selection through deletion, undo and redo, is a plugin. Hence I can already reflect over every plugin, and it shouldn't be too hard to make sure that if you issue a command, you can then undo that command and restore the state of the 'editor universe.'
3. Sizzle vs. Steak Factor. This is probably what it is with Unity; the Unity 2.0 release contains a lot of good stuff like terrains, soft shadows, and general Making of the Pretty. I have to do this at some point, but I'm making a conscious effort to work on the editor first so people can build things, in an ugly fashion, that work.
Again - I don't know. It's all rather confusing, really.