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DarkBASIC Professional Discussion / Where to beggin on a mission editor??

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The admiral
23
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Joined: 29th Aug 2002
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Posted: 4th Apr 2003 11:32
Well im making a 3d space rts but I need a mission editor and ive never made any kind of editor so I was wondering If anyone could throw some advice or pointers my way. And possibly a good starting point I should look at.??
[href]www.vapournet.com/~flyer[/href]
Andy Igoe
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Joined: 6th Oct 2002
Location: United Kingdom
Posted: 4th Apr 2003 15:12
If you have Conflict Freescape check out fred.exe in the game directory it is a fully featured editor. I even went as far as making films for my freespace campaigns that my friends and I used to play (with starwars models! yay! I'm such a nerd)

However it is hard to start with - if you can find a way to get the power of Fred but make it easier to understand then you'll have a winner

Pneumatic Dryll, Outrageous epic cleric of EQ/Xev
God made the world in 7 days, but we're still waiting for the patch.
Fluffy Paul
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Posted: 4th Apr 2003 18:00
Yo, admiral, you need to pick a game to make the editor for.
If you are making it for your own game then you need to make sure you know how to do a couple of things.

You need to have a system in place that handles victory/loss conditions and all the variables that control your vehicles and weapons.

You need to know how to read a file off the hard disk and get your program to interpret the data into something it can understand. You might want to look at making a system to read an .ini file so the player can set up controls. Stuff like that is always useful and it will form the cornerstone for a more sophisticated file format that will hold mission data.

Play some games and make a note of how thigs are set up - and try and work out what information you will have to put in a mission file in order to recreate a similar thing in your program.

As usual it's more about planning than programming, but it's worth it.

Ending a sentence with a French word is so passé
Fluffy Paul
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Posted: 4th Apr 2003 18:07
Don't forget, the program itself should do helpful things like provide you with a list of game objects that you can click on (or press a key to select) and make them appear in the level map. You should then be able to move/rotate these objects, maybe even set starting speeds/orders and even damage, with some key or mouse controls.

Most importantly you need the program to take all this data and write it to a file, in a way that your game can then interpret.

The reason I said to make the game first and do the editor second is that by writing the game you will be making structures and working out what information you actually need the editor to manipulate. Also, you can make the first mission files by hand to give yourself an idea of how they should work.
Only once you have a game engine and an idea of what data is needed to set a level up is it worth having an editor.

Ending a sentence with a French word is so passé
The admiral
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Posted: 5th Apr 2003 01:01
Thanks for the constructive thoughts ill take all that into account.

[href]www.vapournet.com/~flyer[/href]

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