EmptyEpsilon
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Visual editor tool for missions
So I've setup a somewhat serious bridge (DMX lights, web server, props...etc) and play with friends on a semi-regular basis; The overall feelings have been very, very positive; Everyone seems to have something to do (including Relay, with the new hacking mini-game), and is engaged throughout the experience.
The biggest issue I'm dealing with right now as a GM is actually the lack of content; I see this as one of the biggest areas of improvement that would bring more interest to the game for a large number of people who might want to contribute but is put off by the programming aspects required.
What are people's thoughts on the development of a visual editor for scenarios? What kind of challenges are there? Would it be useful? What would be the best way to implement it?
Well, I'm using the GM screen as partial visual editor. As you can copy all or the selected objects to the clipboard. This could be expanded into a full scenario editor?
I'm not sure which parts you want to visualize? Things like a scenario flow? Bit like a flow diagram?
I think you have the right idea; Since the mission scripts tend to follow patterns that would suit a state diagram (with superstates). Where superstates represent a mission objective, and the states represent a step towards the objective. Since there is a pattern emerging, it might be worthwhile to see if a framework should be defined to make building scenarios easier.
The GM screen is a fantastic tool to setup the initial scene, expanding it to a full scenario editor would be a reasonable step, expanding both a GM's capability to create a scenario both on-the-fly and offline.
Another potential benefit of a visual editor is to encourage the usage of code modules. If the visual editor allows defining scripts to load at certain states (OnEntry/OnExit/During), missions can be broken down into snippets that would make it easier to debug and scope.