The objective is to create an easy-to-use game editor for Skuggan's Fighting Game Engine.
After a little persuasion from myself we agreed that data files will be stored in XML format for portability.
The components of the Game Editor include, but not limited to:
Integrated AmigaOS-like GUI - (On-Going)
XML Parse Engine - Open and Save (Complete)
Script/Scene generator with animation format for the BMP format (Complete, final checks)
Script/Scene - Associated Objects (Unstarted)
Object generation and definitions (Complete, final checks)
Frame generation, allow the user to mark out frames from a 'sprite bank' (Complete, final checks)
Movement generation, allow the user to separate frames into movement groups (W.I.P)
In addition to Skuggan's brief when creating a new project:
A directory structure is created for the developer:
Install <appname> (user selects: python (install.py based on Timberwolf) or standard installer) Install <appname>.info Installation Guide (template guide file, sysreq, install instr, credits, license) Instatation Guide.info <appname> -| Documentation -| Documentation.info -| Config -| Data -| Gfx -| Libs -| Music -| Objects -| Scripts -| SObjs -| Sfx -| Text
Initial deadline: 24/12/2011
Revised deadline: 31/01/2012
Roadmap:
0.1Alpha released to Skuggan 17/12/11
0.2Alpha expected release date to Skuggan 07/01/12
0.3Alpha, week later 14/01/12
0.4Alpha, week later 21/01/12
0.5Alpha, final revisions, 27/01/12
1.0Release, target delivery to Skuggan 30/01/12
Attachment | Size |
---|---|
fightinggameengine_0.1.0.pdf | 221.45 KB |