02-12-2005, 04:48 PM
Quote:MystikShadows Wrote:And what would you like to see in a Game Oriented Development System (like my acronym? G.O.D.S.) lol...
But yeah what would you think would make a better Game IDE?
- Features for debuging AI and Gamephysics
- Realtime Evaluation of DRAW command
- Built-In sprite editor that can generate CSV(?) files or DATAs and can read in DATAs and CSV into the sprite editor
In general:
- Just show the SUB/FUNCTION that the user is working on, like old QB behaviour
- Prefabs of common constructions for example: IF ... THEN ... ELSE ... ENDIF or SELECT CASE ... CASE ... CASE ... END SELECT or FOR .. = .. TO .. STEP .., i hope you get the idea.
- Prefabs of recuring stuff like keyboard and mouse
- Can create Installer out of project
Well I can tell you that Nek is well underway of creating an awesome tool to take care of the user interface part. This much I know ;-).
Now, when you talk of features for debugging AI.I think it would be hard to do unless we could all agree to use a specific AI engine (or create our own that would become a standard AI Engine. Other wise, there'are many ways to get to the same result. It would be somewhat hard to say, just by parsing the code, that it is about to go into this or that type of AI and should be processed this or that way accordingly. :-).
As for prefabs, well I can imagine that wouldn't be too hard to do, I would even see (now that we have enums) something like:
Code:
ENUM Possibitlies
First
Second
Third
Fourth
Fifth
Sixth
END ENUM
Then you'd pick an option to create a select case prefab based on a variable of this enum tyoe and it could create:
Code:
Select Case <VariableName>
CASE First
CASE Second
CASE Third
CASE Fourth
CASE Fifth
CASE Sixth
END SELECT
for example ;-). that could save a lot of typing, and time :-).
hen they say it can't be done, THAT's when they call me ;-).
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