While this isn't so much a feature request as much as a discussion as to what we want out of the building editor.I think it's definitely vitally important that it gets done right and that it benefits both beginners and advance users, and store artists.
So here are my thoughts on what a perfect building editor could possibly look like and work.
With the new year fast approaching before getting stuck in new
content, I thought I would share some ideas and experiences with
regards to the building editor.
While the idea is certainly to keep it easy to use, which is fine for
the general users, if the intention is to build a 4 x 4 room, much
like classic did.Fair warning is that TGC will likely pick up a lot
of flag for 4 x 4 room assembly as it wouldn't allow for any thing
special or unique without having to do massive amounts of tweaking and
or adding own models.
While keeping that in mind, I have been thinking and pondering about
how a system can be implemented that both assists new users and offer
more advance editing without it being overly complicated.
What I have seen for axis game factory for example is that allow
placing a pre uv mapped cube as you scale the cube, the uvmap
subdivide the seamless map without scaling the map, meaning you can
have a simple 128 x 128 seamless texture map repeated infinitely
without have to place an additional cube.While it would certainly
increase the polygon count on each subdivision, it should hardly pose
and problem with regards to the number of draw calls as it would only
contain 1 cube.
While this works fine for a cube it becomes slightly more involved
when you have to create a room, easiest method I can think of to make
use of the uvmap subdivision, is to have a room blob with 4 walls
ceiling and floor and corners, should you wish to increase or decrease
the room size select a highlighted wall and pull it into the direction
you want to scale the room, select an edge of a wall with the use of
simple convex and concave features allows to only move that edge of
the wall to create an angled wall.
To keep it simple, allowing it to move in increments of 5 or 10 units,
means that any thing placed next to it or on top of it can easily be
snapped in place.
For example you can scale the room wall 450 units, it should create an
edge between unit 400 and 450, which will allow you to easily edit
edges and only that edge, adding the feature to edit and add more edges to
you can definitely create a more unique creation then the
standard 4 x 4 room.
There should definitely be the ability to highlight a specific wall or
roof, to change the texture of that specific face scale it, delete it
or CSG without affecting any thing else in the room.
There should also be the ability to add an entity, like windows, SCG
cutters, crates, light, pillars ect... that is duplicated as the room
is scaled, with an added widget menu that allows deleting CSG
functions, or which ever entity has been placed, which should then
revert that specific room section to default again leaving the rest of
the room blob untouched.
While scaling edges in increments will be much easier to deal with,
there should definitely be a freehand option as well, which would
allow users to create even more unique options in general for the
advance users, while it is definitely harder to implement round room
objects, there would be no need with freehand scaling as well as
increments with the added ability to add and create edges, and the
ability to push and pull edges.
Some thing that could make it easy is to have floor plan guide per
wall face with snapping ability, right click the mouse select guide,
angular, rounded, square ect select the size of the guide 100 units
200 units ect or any user selected number increments of 5 or 10
....and scale the face or edge exactly on the selected guide.
This would definitely mean some unique buildings.
Another useful feature and some thing that will be worthwhile in the
store is "floor plans" after a artist has created a building for
example with all the entities and windows ect, he can save the various
floors plans that may have numerous levels and variations as a simple
outline guide, upload it to the store with various room blobs and
accompanying entities. User can then place a floor plan choose any of
the different textured floor plans, place any room blob on the floor
guide, and gameguru automatically builds the floor plan from the
single room blob and entities included with the store upload.
After which the user can then edit the building as they see fit,
remove the ability to save any store bought "floor plans" and give the
users the ability to save only the building, should resolve lots of
issues with regards to users using some one's "floor plans" and
uploading it to the store.
Floor plans have positive features as you can literally create a whole
city for example or desert town, or space station ect from a single
floor plan, and simply up to the user to edit as they see fit, even
use their own room blobs and or entities that follow the naming scheme
of the default ones.
This is simply my general idea on the building editor, a block by
block method is really time consuming, and to me holds very little
rewards in the, a method similar or better even expanded on like above
would definitely put gameguru back on the map.
I should note, that the building editor also has to take into account
isometric, 3rd person, platform games and not solely on 1st
person.
Win7 pro, Intel 2500K @3.7ghz 660GTX 8gig ram 16tb HDD