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Gun Runner DevLog #19

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I’ve spent the past 2 weeks working on an editor so I can easily and quickly generate content and decrease my iteration time to test it. To do this, I had to convert virtually all game objects and their parameters to be configurable via a single json file that the editor spits out.

I also managed to pull all the game logic code into a framework, so if it makes sense it wouldn’t be as difficult to release this as a Mac or Apple TV game.

As you can see from the video, there are A LOT of things in the editor, so let me break them all down:

  • Player – pretty self explanatory, but want to mention how amazing it is to be able to change a # and instantly see the result. Building to simulator or device every time is extremely time consuming and with this tool, I was able to very quickly put a build of the game on my phone with the best feeling jump I’ve yet to code manually.
  • Animations – the engine now has a centralized animation repository, which allows game objects with the same animation to reference that singular animation rather than create dupes. This allows creation of the same enemies (visually) with different health, speed, etc.
  • Actions – not fully done with this one yet, but you can see at the end of the video how powerful this tab can be. Flying enemies can have different flight patterns, dropships can hover, etc.
  • Guns + Bullets – easily the most fun tab. So many variables to play with and test. And all so quickly testable!
  • Enemies + Dropships – spawn buttons are the best!

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