A full level editor with support for debugging. See #6 for additional information on the level format.
Solution
The solution would ideally be:
[ ] A full level editor, allowing for the manipulation of scene objects on-the-fly while the game is open.
[ ] The level editor should also be somewhat standalone, allowing for levels to be edited without needing to launch the game, although this may be limited in some way depending on the editor's implementation.
[ ] The editor should also contain a minimal IDE for the scripting language used in levels, which would allow for the rapid coding of any dynamic elements of levels.
[ ] Step-through, step-in and step-out functions
[ ] Play and pause scripts, as well as reset them
[ ] Recognize any errors that may occur before they happen (interpret AOT, but don't actually execute)
[ ] Some form of syntax highlighting should also come into play
[ ] The editor should contain other elements allowing for fast and easy debugging of various game elements, such as:
[ ] Shader editing / injections
[ ] Previewing shaders on objects without applying them immediately
[ ] Replacing textures in-game on-the-fly
[ ] Save and load property 'prefabs'
[ ] Modify scene hierarchy
Alternatives
N/A
Additional context
MidnightDrift already has an incomplete editor:
Some features, however, are incomplete and/or missing - namely: properties are read-only, and there is an absence of any proper scripting language.
Summary
A full level editor with support for debugging. See #6 for additional information on the level format.
Solution
The solution would ideally be:
Alternatives
N/A
Additional context
MidnightDrift
already has an incomplete editor:Some features, however, are incomplete and/or missing - namely: properties are read-only, and there is an absence of any proper scripting language.