Day 94: Basic Editor WIP
Day 94 short tech update:
I've spent the last 4 days working on the base "Workshop Editor". Part of it is determining basic editor features and user interactions, part how to support all assets being user-generated-content (modding), and part how to display all this to the players (UX).
What you see in the screenshot is my first attempt at a production quality asset, the modular "hull wall 01". This should a pretty good asset for testing procedural hull generation, which is how I want the ships outer hull to be default created, with the user able to modify it afterwards. Also shown on the right is what I just finished spending some hours on: generating automatic thumbnails of ship blocks. I am emphasizing an automation based workflow so that a lot of the content creation can be put into the hands of modders, and artists can focus on creating modular pieces to empower awesome themed ships.
I am still pretty uncertain how the specific ship build flow will go. There's three fairly distinct paths a user can take to starting their ship build:
- place important components
- plan spaces and their use
- plan the exterior shape
I will be planning on prototyping all three, and hope to support all strategies equally.
Tomorrow and the next few days will be working on the first UI system: a library of parts to pick and place. After that I will work on prototyping the build flow.
Untitled Starship Builder, PC
The sci fi ship of your dreams (PC, Steam)
Status | Prototype |
Author | novaleaf |
Genre | Simulation |
Tags | csharp, Godot, Sci-fi, ship-building, Space Sim |
More posts
- Day 127: Starting "Block Editor"26 days ago
- Day 90: First post!53 days ago
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