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by matsemann
2306 days ago
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Yeah, my problem may be I'm used to working with frameworks and not engines, so I try to do everything in code. Which means reinventing some stuff or doing grunt work (placing tiles manually), and not being able to use the UI properly (attaching behaviour to entities). But it's hard figuring out what should be done where, and how to utilize the strengths of both parts. Would be happy if someone had nice tips / readings to share. |
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Think of Photoshop. You'd never want to code your own effects or workflows if they're already there. In the case of an game editor you'll eventually need to code some behaviours or interactions between entities, and even then you might be able to do those with a visual editor which a few engines come with.
In a way, code should almost be your last resource when making a game.
Also think that making a game is a heavily iterative process, you want to reduce the friction between iterations as much as possible. So even code should be targeted at exposing options that you can edit on the fly within the editor. The benefit of a good editor is that it is WYSIWYG. So if say, an object is not lining up, has the wrong colour, particle effects are staying for too long, etc you can quickly pause and adjust the values in the editor and see the result immediately, no need to be tweaking values in a file.