Sorry for making this thread when I tried it before, but hear me out! This one will be in much more detail. If this were to be made, it could sell millions. I know I'd buy it! Okay here goes;
Premise I've asked people how I can easily make games and almost everyone says to learn coding. That's fine and all, but do we non-coders really have the time? At least not most of us! Sure there are programs like FPS Creator that are helpful, but are too limited and somewhat broken. Many important mechanics and much needed game elements are either left out or messy. I had the idea of a game design software that could create even BETTER quality games with less the effort. It would be so simple even a 10-year-old could pick it up and play.
Layout The program would be windows-based. This does not mean Windows exclusive, but instead means that it would be in a simple, yet professional layout. It would however be mainly for Windows to start with. It would contain multiple editors packed into one program toolbox. It might contain the model editor, character editor, weapon editor, item/pickup editor, particle editor, cut-scene/animation editor, texture/material editor, sound effect/music editor, Menu GUI/HUD editor, level/terrain editor, and global game editor (and whatever else might be appropriate.). These would all be simple and accessible within the program, as well as consistent. For example, you create a cool model and put it in the map. But later you want to change it. So you do, and the program automatically updates the model in each map it was put in. Stuff like this would be important! There is absolutely NO stock content as this emphasizes user-generated content through its editors, while still being entirely GUI based, meaning NO CODE AT ALL! All simple-to-understand buttons and sliders and such. Also note that the program engine for all your games would utilize great graphics compatible with modern systems as well as an advanced physics engine like Havok or PhysX.
Model Editor This would also be simple, as it would not be a modeling program with multiple windows. Instead, it would be a WYSIWYG 3D window with simple panning, orbiting, and zooming tools. It would use a set of many different kinds of primitives that could be moved around, moved up and down, scaled, stretched, skewed, and mapped with a custom texture on to each primitive as well as exploded for more advanced texturing. Then could be set up to use sounds, materials (like the sounds it plays when you walk for footsteps on it or activate it.), options, triggers, tags, and the like. Then saved directly to the editor. Note for modeling, a scale ratio character can be enabled or disabled within to give a size comparison. Normal scale of character would be as tall and big as a fit built human male of the age of 30.
Texture Editor This is simple. You are given multiple kinds of material layouts such as wood, liquid, metal, dirt, grass and such. Then, using these, you can change their color channels to look just how you want. After wards, you can use special paint brushes applied with colors to add effects to the texture based on the chosen brush. Then there are cutter brushes that add non-colored effects, such as bullet holes, wall scratches, scorch marks, and more. The texture is rendered seamless using a special repeat-tiled texture interface. The texture can then be saved to use on a model or map material.
Sound/Music Editor This editor uses different types of instruments and primitive sound pieces, to be used in a music sequencer. The sounds are placed on a timeline and a tempo is set up along with pitch modulation slider(s) and reverberators. The same is done with instruments to create music. The sound is then saved and can be used later for models, materials, and others.
Character Editor This is easiest of all. All you do is choose different body pieces, change their shape and scales, stretch them or skew them, and apply a skin color using the built in tools. The face can be changed to look the way you want, such as shape, eyes and eye color, hair type and hair color, facial hair, etc. Male or female, or even no gender at all, like a robot, alien, or zombie, can be made. Then you chose the clothing types such as shirt, shoes, pants, gloves, belt, hat/helmet, facial wear like goggles or a mask, and others too. These are textured using textures you make within the editor the same way the normal texture editor works. Skin effects, like blood, scars, and zombie deterioration are available as well, even for apparel. Settings can be changed like the AI behavior, animations, sounds, stats, weapon(s), and dropped items. Each can be enabled or disabled as well as changed entirely. Characters also can have options for gibbing such as gib amount, shapes, material, colors, blood/particle trails, and the like. Once again, it can be saved directly to your custom library.
Particle Editor You start by choosing the type of particle effect like emission for fire and such, or explosion, or particles for blood or splashing, etc. Then you can change the animations such as speed, amount of particles, directions, size, and intensity through a system of sliders and counters. Then you can chose the colors and the way the colors work with transitions, such as if the particle changes color like from red, to dark red, to black. Then you can save it. They can be used in the settings of other objects like model explosions and character impact or even weapon muzzle flashes.
Weapon/Item Pickup Editor This is sort of like the layout of the character editor, but uses different parts for weapons. It would contain parts to use such as for the body, the stock, the clip, the handle, the attachments (if any.), the barrel, and others and even the positions of each. Then the built in texture editor like the normal one lets you texture it. However this is more different as it has set textures to add effects to and change the colors of because the guns and special model parts that give detail which need to be pre-textured for the program. Then the settings can be changed like sounds, particles (for muzzle flashes, smoke, and tracers.), the starting and max allowed ammo, reload (games like Quake or Unreal don’t use reload.), reload clip max (how much a clip can hold if reload is enabled.), animations, and others like the way it looks and animates in the game for when you pick it up. Hands can also be changed such as if you want visible hands, skin color, skin effects, gloves and material (like metal armor, cloth, etc.), gloves color, arm wear material and color, and even weapon position, such as if the weapon is on the right side, the center, or the left side of the screen as well as what hand holds the gun. The same is done for ammo and pickups except ammo has to be assigned to the gun. Special primitives like the model editor are given to model and customize like before to create pickups like health, armor, keys, objective items, special power-ups, and more. Save to library.
Menu GUI/HUD Editor This would be partially like the texture editor, but would not use a set of materials. Instead would use sets of shapes that can be edited with material “styles” that can be customized such as colors, effects (like scratches, blood, hologram, static, etc.), and shapes. You can create health bars, numeric, boxes and outlines, etc. Then you can change their sprite animation effects to give a cool look like glowing or static. Save to library.
Cut-scene/Animation Editor This works with the same timeline sequencer system as the sound editor, except you control your objects and characters on a custom level you create. You create their paths and animations, and place them on the timeline to work. You can create the duration of each segment and also add your own dialogue. Cut-scenes may also be used as menu backgrounds. Save to library.
Level/Terrain Editor This works like a grid-based editor, except for a few things. You can orbit around the full view of the level while moving and editing to get a good view. You also paint the terrain more professional in a way to get a better shape than just squares. You can use multiple brush shapes for level buiding as well as terrain building brushes that allow hills, cliffs, and slopes. Zones can be added and edited to allow triggers, water cubes (a placed water cube will fill its grid segment with water, even allowing floating water!), sound triggers, and cut-scene triggers. Using the materials you created, you can paint floors, walls, and architecture. Everything you’ve created can be used and placed, such as models, characters, weapons, player spawn, item pickups, and particles. Test level mode is also available.
Global Game Editor The global game editor lets you finish your game with its level layout order, menus, HUD placements, music and background ambience, and the game controls. You can create the player’s character, choose settings for starting health, max health if any, gravity, jump height, stats, weapon slots, starting weapon if any, sounds, footsteps for material types, and others. Game cheats can be created as well as power abilities, like plasmids or force powers. These can be limited by making them only accessible through a pickup, or entering a level. Power-up pickups can be created like invincibility or mega health but that’s for items. Another important feature is a game map editor. What this does is let's you create a map of the game's levels and how they react like connections allowing to and from levels, going into a level, being able to travel back to another level, and such. Finally, when everything has been put together, you can create a manual .PDF using a text editor and image thumbnails you can create from the library object editors for your content to give them descriptions. Then you build the game package .EXE.
This is the kind of program that should have been created YEARS ago. I’m surprised TGC has never done this before! So this was my program idea pitch. I hope at least one of you takes this into consideration, because if this becomes a reality, I will most certainly buy it! And I’ll bet you a million bucks (not literally!) that this would sell big, and I mean BIG. Plus, think of the possibilities! Who knows what games we could see from this? So please, don’t do it for me, do it for ALL of us!
-Gibbagobba
20th Anniversary
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