Game Design Music and Art

'Must-haves' in a game creation toolkit – Calin

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
I'm working on my game creation library and I'm seeking to find out the features it should have and things it should do.
I already have a Scene Editor and a Trigger Editor (although the two don't work together yet and the scripting has to be done by hand) and basic 'character functionality' (i.e pathfinding, movement on 3D terrain). So I'm trying to find out what basic functionality do you think a game-building tool should have. I'm not competing against Torque, etc. , the tool is not designed to be used in professional gamedev.

------------------
Check my C# libraries

Angel

Member

Posts: 699
From: The Blissful State Of Me?
Registered: 05-21-2001
Pets that have excelent AI. I always love pampering pets... no clue why. I like ones that level also.

------------------
A new world awaits you at www.vailion.com .

David Lancaster

Member

Posts: 276
From: Adelaide, Australia
Registered: 05-22-2006
Easy implementation of a NavMesh? Really complex thing to ask for, but it seems nav meshes work alot better than regular nodes.

[This message has been edited by David Lancaster (edited July 01, 2007).]

Cohort X

Member

Posts: 126
From: The Great Pacific Northwest
Registered: 09-16-2006
Real time physics engine with harmonic and fluid dynamics support; just in case I decide to make a dental oriented RPG called "Dent-chor: the quest for good oral health" and need a super realistic flossing minigame.
Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
Ok so good AI makes one of the things to keep in mind. I think a physics engine is within reach as well (as Mogre - the rendering engine I'm using - has a binding for Newton).

quote:

Easy implementation of a NavMesh? Really complex thing to ask for, but it seems nav meshes work alot better than regular nodes.

Umm ... yeah that's complex thing to ask for =]. I was more like thinking at the next things in my to do list, and there a lot of very basic issues I need to take care of first.
I think I need to make available an alpha version and let people test it and see their feedback.

------------------
Check my C# libraries

[This message has been edited by Calin (edited July 01, 2007).]

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Something I've really been impressed with is the ability of "behaviors" as is done in the latest version of Torque Game Builder (1.5 -- it's in beta).

Basically, it lets you define a behavior (such as "Takes Damage" or "Turns Randomly" or "Tracks Player", etc). These behaviors are event handlers (OnSceneUpdate, OnCollision, etc) and properties (HitPoints, CurrentTarget, etc). You can mix these all together, and once the base behaviors are created, you can create your game in a fairly point-and-click fashion. It's extremely powerful, but it requires some measure of multiple inheritance, so that you can mix in functionality together.

I've played with it a bit in the TGB beta, and I'm extremely impressed. I can't wait until it's finished -- this is one of the things closest to a "must-have" for me in my game development tools.

--clint

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
Easy unit/character behavior-building is something I was thinking about. The problem is that you need to have working everything else first. I was leaning towards some 'raw' must-have's first.

I must find some time to take a look at TGB tools.

[This message has been edited by Calin (edited July 02, 2007).]

Angel

Member

Posts: 699
From: The Blissful State Of Me?
Registered: 05-21-2001
Well again, in the end I'm really more interested in the AI. When something I'm fighting or use as a tool has great AI there is less need for mobs of them. I'd rather fight one really smart critter than an army of dumb ones. I always seem to find glitches in domb ones and get away with beeting the game too quick.

------------------
A new world awaits you at www.vailion.com .