{"id":250,"date":"2009-05-24T20:08:24","date_gmt":"2009-05-24T20:08:24","guid":{"rendered":"http:\/\/positech.co.uk\/cliffsblog\/?p=250"},"modified":"2009-05-24T20:08:24","modified_gmt":"2009-05-24T20:08:24","slug":"making-actual-tools","status":"publish","type":"post","link":"https:\/\/www.positech.co.uk\/cliffsblog\/2009\/05\/24\/making-actual-tools\/","title":{"rendered":"Making actual tools"},"content":{"rendered":"<p>I know that editors and level tools are part-and-parcel of most game development processes. Most games companies have at least one full-time tools programmer, who will work 8 hours a day for a year designing, coding and supporting the tools made to build the game. However, when you are a one-man-band, dedicating that amount of time to tools just isn&#8217;t viable.<\/p>\n<p>There are several solutions. You can try and hit the happy medium where you spend enough time to get usable tools, but don&#8217;t let it eat too much into your schedule. You can produce really good quality tools that make game production a breeze, then realise you have not got close to finishing a game and you have to go get a day job again&#8230; Or you can just hack everything in manually using notepad and excel and worry about it later.<\/p>\n<p>I&#8217;ve traditionally chosen the last option. I hate MFC, which is the &#8216;language&#8217; that tools used to be built in, and I&#8217;ve never learned java or C#, which is what people often use now. That means that when I coded the few tools I use (like my particle-engine tool), I hand code them in C++ just like the games GUI. This takes ages.<\/p>\n<p>Until now, I&#8217;ve been manually editing text files for the spaceship data. I have a master spreadsheet with lots of the data in, to make balancing easier, but there is a lot of manual staring at paintshop pro and memorizing pixel positions to type into notepad. Clearly this is mental.<\/p>\n<p>So this weekend I made my very first steps towards a proper &#8216;spaceship-hull-editor&#8217; for the game. This is still a makeshift hacked tool which won&#8217;t ship in the game, it&#8217;s just a quick tool to make it easier for me to tweak some of the graphics data, such as placing particle emitters for burning ship hulks. It&#8217;s a small step in the right direction I guess.<\/p>\n<p>In non-tools news, I&#8217;ve been fixing a lot of very minor graphics glitches, the odd disappearing piece of debris or mis-aligned laser blast, or slightly crappy looking tractor beam graphic. The game is looking quite nice. Next week will be geared towards some online-integration, and some general gameplay code.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I know that editors and level tools are part-and-parcel of most game development processes. Most games companies have at least one full-time tools programmer, who will work 8 hours a day for a year designing, coding and supporting the tools made to build the game. However, when you are a one-man-band, dedicating that amount of<\/p>\n<p class=\"text-right\"><span class=\"screen-reader-text\">Continue Reading&#8230; Making actual tools<\/span><a class=\"btn btn-secondary continue-reading\" href=\"https:\/\/www.positech.co.uk\/cliffsblog\/2009\/05\/24\/making-actual-tools\/\">Continue Reading&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[105,4],"tags":[],"class_list":["post-250","post","type-post","status-publish","format-standard","hentry","category-gratuitous-space-battles","category-programming"],"_links":{"self":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/250","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/comments?post=250"}],"version-history":[{"count":0,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/250\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/media?parent=250"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/categories?post=250"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/tags?post=250"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}