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Tools update - Event editor

Well, after spending entirely too long pulling my hair out over a number of stupid and simple issues, I managed to finish off the event editor.  I've also modified the world editor just a tad so that it can connect hotspots to said events, in effect finishing that off as well. There isn't much visually exciting about the Event editor so I'll skip the screenshots this time. So where do we stand, exactly?  I'd estimate I'm about 65-70% finished with the editors, unless the Character editor is significantly easier or more difficult that I'm thinking it will be. The following are finished (well, good enough): Scene Editor Quest Editor Item Editor Prop Editor Event Editor World Editor Which leaves me having to complete the following: Sex Editor (still not sure how it's all going to play out) Journal Editor (maybe?) Character Editor The character editor is the big one, essentially four or five editors in one.  Thankfully, I don't thi...

Tools update - World editor basically done

This may be cheating a bit, since it isn't 100% finished, but it's as done as it's going to get until I make another editor.  After that, it's a matter of adding a little bit of code right next to another, very similar bit of code, after which it'll officially be done.  Finally. Went quicker than I thought but not as quick and easy as I'd have liked.  Is it ever, though? At this point, we're looking at another three or four editors and then it's time to work on the assets.

Tools update - World Editor in progress

I've been working on the World editor for a few days now.  It's going quite a lot faster than I thought it would; the last (first) version I wrote was a goddamn nightmare in comparison. It's still a little ways from being done, but probably no more than a week. Here's a quick video demo of the World editor in its current state: Hopefully it'll be done by the next entry.

Tools update - Prop editor

Alright, I lied.  The world editor wasn't next.  I may have underestimated the amount of shit involved in putting an area together so that it isn't worthless when loaded into the game. To that end, I've put together a 'prop' editor.  Props are just things you can click on that make other things happen (or simply have a description attached, for flavor).  My natural inclination was to dub this stuff 'scenery', since that's what it's called if you've ever used the Inform editor, but being that I've already got that whole 'scenes' thing going on, I decided to go with 'props' and sidestep potential future issues with confusing things.  Me brain dumb, no want complicated. Here's a screenshot of it: Next step, hopefully for-reals-no-bullshit-this-time:  World Editor (maybe).  Unless I encounter some other busywork that further forestalls my having to actually do the hard work of making the game itself.

Tools update - retrofitting editors for scenes

The 'scenes' thing seems to be working pretty well.  I've tweaked the Item and Quest editors so that they use the scenes rather than static images, which means I've completed (more or less) the following: Conversation Editor Item Editor Quest Editor Scene Editor I'm not 100% about the Conversation editor, but it may be just good enough to get the job done.  I guess I'll find out. Next up:  World Editor (redo).

Tools update - scene editor

Just finished up the Scene Editor.  It isn't bug-free but it's good enough, so I'm moving on. The editor allows the user to create 'scenes', which are basically just collections of images and sound effects with X,Y, and Z coordinates so that the 'engine' will know where to draw all of the shit. Static images are just that, static. Animations are layers that are made from a series of still images (frames). SFX layers are either standalone or tied to a specific frame of an animation. Here's a quick video of the editor in action. It ain't much but I imagine it'll get the job done.

Tools update - quest editor

I'll be honest, I haven't been working on the game very much recently.  Too lazy, too many other things to concern myself with, etc.. I have made a little progress with a couple of the tools that will be used to produce the game, one of which is the quest editor.  It's very barebones and isn't capable of a hell of a lot, but then, I won't need it to be capable of much.  All it really needs to do is string along enough of a token plot so that the player doesn't feel like he's completely wasting his time as his character bangs fictional women. For the curious, it's written in Python3 using PyQt5.  That being the case, it will necessarily be released under the GPL, as is required when using PyQt5 under normal (or perhaps any) circumstances.  Off the top of my head I can't remember which variant of the GPL they make you use, probably version 3.  Check their website for more details or wait for the release.