Sign in to follow this  
Followers 0
Adam West

Unity
open level creator for the masses

6 posts in this topic

Hey There,

I was thinking about rounding up a few programmers to make a community to ultimately create a new open-source,cross platform level editor and creator, aimed at achieving AAA standard techniques. Also to create a new level format which indie gamers can use which supports all new features:

what i am thinking of for features:[list]
[*]Lightmap calculation and generation
[*]lua event scripting inside the level format, to try and make the format as portable and very easy to implement
[*]AI pathfinding painting tools
[*]simple model editing
[*]geometry instancing
[*]model importing
[*]texture painting
[*]shader boxes. now what this is is a simply placed cube with an are etc which then prompts a user to attach a material or shader to it (glsl,hlsl) which then implements that shader to to that box. (it would be very useful for water, custom lighting etc.)
[*]overall shader support
[*]any other useful features the people of gamedev can think of!
[/list]
with the level format i was thinking of a package base where the hierachy would look like
[CODE]
/
config.txt //where all the linking of objects would occur
/mesh // all of the mesh objects
/textures // all of the textures as .png or any other format
/lightmaps
/events //for all the lua scripts used
/paths // for the ai pathfinding co-ordinates
/shaders // for all the glsl/hlsl shader used

[/CODE]

the config file would link the shaders,textures,paths,scripts and lightmaps to the meshes. the possibilites are endless.

due to this project being open source, any developer can modify it and recompile it to be used as their level editor specific to their game.
if you are interested in taking part, please email me at aburton.live@gmail.com
0

Share this post


Link to post
Share on other sites
[quote name='Ashaman73' timestamp='1340177494' post='4950867']
[url="http://www.blender.org/"]Blender ?[/url]
[/quote]

nope im pretty sure blender can't do instancing, pathfinding, painting etc and export that to a file, may i remind you an sdk will be developed with it.
0

Share this post


Link to post
Share on other sites
[quote name='Adam West' timestamp='1340179894' post='4950881']
nope im pretty sure blender can't do instancing, pathfinding, painting etc and export that to a file, may i remind you an sdk will be developed with it.
[/quote]

Which will actually make it more an "engine" than an "editor"... and, at that point, you'll go against Unity, UDK, CryEngine and all the rest.
The point is that the feature you are quoting as added value over blender have to be implemented in the engine, usually an editor is tightly coupled with the engine it is producing content for..
0

Share this post


Link to post
Share on other sites
[quote name='kunos' timestamp='1340181957' post='4950884']
[quote name='Adam West' timestamp='1340179894' post='4950881']
nope im pretty sure blender can't do instancing, pathfinding, painting etc and export that to a file, may i remind you an sdk will be developed with it.
[/quote]

Which will actually make it more an "engine" than an "editor"... and, at that point, you'll go against Unity, UDK, CryEngine and all the rest.
The point is that the feature you are quoting as added value over blender have to be implemented in the engine, usually an editor is tightly coupled with the engine it is producing content for..
[/quote]

am i going crazy here.... it could be implemented into an engine, sure but its not!

exporting these things as vectors and matrixes for the sdk inside the engine wrapped by the developer is what im aiming for. its not an engine, its an extended scene file....
0

Share this post


Link to post
Share on other sites
I think they are saying that some of the features you mention are too specific for engines. And maybe the format you are trying to invent that has everything will take too much effort to incorporate in an existing engine, so it makes your format harder to work with than an already existing engine editor, or a more general editor, like Blender.

I guess....
0

Share this post


Link to post
Share on other sites
Your “level editor” does too much.
[quote name='Adam West' timestamp='1340174156' post='4950859'][list]
[*]Lightmap calculation and generation [b]Should be done by a secondary tool.[/b]
[*]lua event scripting inside the level format, to try and make the format as portable and very easy to implement [b]Should not be done at all.[/b]
[*]AI pathfinding painting tools [b]Should be done by the level editor.[/b]
[*]simple model editing [b]Should be done by a model editor.[/b]
[*]geometry instancing [b]Should be an automatic feature of any engine—this has nothing to do with editing levels.[/b]
[*]model importing [b]Should be done by the level editor.[/b]
[*]texture painting [b]Could be done by the level editor.[/b]
[*]shader boxes. now what this is is a simply placed cube with an are etc which then prompts a user to attach a material or shader to it (glsl,hlsl) which then implements that shader to to that box. (it would be very useful for water, custom lighting etc.) [b]Should be done by the level editor.[/b]
[*]overall shader support [b][b]Should not be done at all[/b].[/b]
[/list][/quote]
Firstly, you have to properly divide features into the appropriate modules. A level editor has a specific role to fill, then there are tool chains with converters, etc., and then there is the final engine that loads the final level file.

Secondly, you need to understand that adding a feature does not necessarily mean adding usefulness.
You have added so many features it is actually useless.
[list=1]
[*]It is useless to anyone not using HLSL or GLSL. What about me? I am using LSSL. What about Cg users? A level editor can’t serve the needs of many engines with this kind of constraint.
[*]It is useless to anyone not using LUA. Why would you add this to a level editor? It doesn’t make sense.
[*]Editing models? That means your editor apparently has information on the model format, which is just another constraint for anyone wanting to use it. Plus, why would anyone desire such a feature in a level editor anyway? It won’t be better than just using a tool dedicated to editing models.
[*]Shader support period makes it totally useless. Same reason as #3 in that a level editor would never do a better job than a material editor, but also because of #1.
[/list]
For an example of what a level editor [b]should[/b] do, see [url="http://en.wikipedia.org/wiki/Valve_Hammer_Editor"]Valve Hammer Editor[/url]. It is a generic way to sculpt buildings and terrain and the data is saved to a very generic text format. A snippet:

[CODE]

world
{
"id" "250"
"mapversion" "2"
"classname" "worldspawn"
"skyname" "sky_wasteland02"
"sounds" "1"
"MaxRange" "32768"
"fogcolor" "255 255 255"
"fogcolor2" "255 255 255"
"fogdir" "1 0 0"
"fogstart" "500.0"
"fogend" "2000.0"
"maxpropscreenwidth" "-1"
solid
{
"id" "260"
side
{
"id" "208"
"plane" "(-320 -560 0) (320 -560 0) (320 544 0)"
"material" "DEV/DEV_MEASUREGENERIC01B"
"uaxis" "[1 0 0 0] 0.25"
"vaxis" "[0 -1 0 0] 0.25"
"rotation" "0"
"lightmapscale" "16"
"smoothing_groups" "0"
}
side
{
"id" "207"
"plane" "(-320 544 0) (-320 544 16) (-320 -560 16)"
"material" "DEV/DEV_MEASUREGENERIC01B"
"uaxis" "[0 0 1 -64] 0.25"
"vaxis" "[0 -1 0 0] 0.25"
"rotation" "0"
"lightmapscale" "16"
"smoothing_groups" "0"
}[/CODE]
Now [b]this[/b] is actually useful. Any engine can then write converters to load this data etc., which is what I am currently doing with my engine, and will probably do again for my company’s engine (which also does not use LUA and also has a proprietary shader system).

If you want lightmaps, make a [i]separate[/i] tool for that.

There are very good reasons for this organization.[list=1]
[*]It allows the editor to be useful. This means it can serve the needs of many game engines across many games. This means it has to be as flexible as possible and [b]not[/b] have some kind of shader system or LUA scripting.
[*]It prevents it from getting obsolete (as fast). You can update your lightmap tool or any other individual tool chain tool when they are in need, instead of the whole package. If all the tools are rolled into one, the whole thing becomes obsolete instead of just one small feature/tool.
[/list]

You are overly ambitious, and for no reason. Show some restraint so you can make something actually useful.


L. Spiro
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0

  • Similar Content

    • By Edoardo396
      Hi guys, I'm trying to make a crossword puzzle game for practice.
      Sorry but I've no idea on where to start.
      It should be basic game where the user must enter the word in the correct place and nothing else. (I am sure you know how to play crosswords!)
      I have to export it to Android and (if possible) to iOS.
       
      What engine would I want use?
      I thought to use Unity in order to develop it but I'm not very good with it (and, honestly, I don't like it that much)
      How is Unreal Engine 4 with Basic 2D Games like this one? If I could use UE4 it would be better because I know more C++ than C#. 
      I also thought about making this app with a "basic" IDE such as Android Studio (and) xCode but I would have to do the work twice and I want to avoid that if possible.
      Does anyone know if there is a library or something useful for making crossword games?
      Thank you very much for the answers and have a nice day!
      I apologize for the bad English but I'm not American/English.
      Edoardo
       
    • By kyuubi
      Hello everyone,
      We are looking for some talented artists to join our team in developing a new classic style adventure game.
      Open Positions
      Our team is currently looking for two artists, one 3D model artist and one 2D concept artist.
      2D Concept Artist
      Help us translate the concepts into visuals to improve our 3D model workflow
      3D Artist
      Help with creating 3D environments, buildings, props, dressing etc.
      3D Animator
      Someone that can bring our models to life and make them feel less static.
      What we are looking for
      We have a fun and talented team working on an ambitious project, but we need help in creating 3D assets. We need people with experience, comfortable with defining streamlined workflows and producing work in a quick pace.
      We also need someone to help bring our ideas to life in 2d concepts first to better improve our workflow in creating the 3D scenes.
      Although it is a hobbyist project, we take the project seriously and we are committed to finish the project, so we need people that can commit to the project with the goal to end it.
      The ideal candidate
      Is used to work for milestones and timelines Used to working in a collaborative approach within a team environment Has time available to be present on a regular basis, appear on slack and provide updates Can output work on a fast pace That understands what it means to work in a project The skills
      For 3D Modeler
      Skilled in creative 3D environments, including props and scene dressing Ideally that has worked with Unity before Bonus points if you have talent for character creation Bonus points if you have actually worked on a title until the end. Experience with Unity (double bonus) For 2D Concept Artist
      Experience with concept art Bonus point if you have created concepts for a game Bonus points if you have actually worked on a title until the end. Experience with Unity (double bonus) For 3D Animator
      Experience animating humanoids and animals Experience animating inanimate objects Experience animating environments (vegetation, ocean etc) Bonus point if you have created concepts for a game Bonus points if you have actually worked on a title until the end. Experience with Unity (double bonus) The Background
      The game takes place in a world almost submerged by water, where all the land that is left are small islands, where the remains of the human race try to survive after the cataclysm known as the Seven Tides.
      You play the story of Jon Riley, a young boy living in the Island of Chelonii, in the Eastern Kingdom of Khalandrie. After a visit from an old mysterious acquaintance, his grandfather, the only relative Jon has mysteriously disappears and Jon embarks on a quest to find what happened to him, while discovering the truth about himself, and the underlying mystery of the Island.
      For a full description of the game check out The Game page. (user: seventides pass: indie)
      The Mechanics
      The game will be mainly feed from the traditional mechanics of adventure games popular in the 90’s with games like The Broken Sword, Monkey Island, The Longest Journey, Full Throttle, The Dig etc.
      It also introduces some RPG elements that promote exploration in order to immerse the player deeper in the world. The main driver of the gameplay experience is going to be the story as it's traditional in this genre of games.
      The Art Style
      Currently the adopted art style is a flat shaded, low poly style. You can see some examples below and the full gallery here (user: seventides pass: indie). Please not all of the screens are work in progress as we are working in iterations to move faster.

      The Music
      We are lucky to have an amazing musician and talented producer in the team that is composing amazing musical scores for the game. If you want to hear some music samples get in touch!
      The Tools
      The game is being developed in Unity 5 in 3D low poly flat shade style. We are currently using the following main tools:
      Unity 5 - Game engine Dialog System - Dialog System for non linear interactive dialog databases Adventure Creator - State machine for the traditional adventure game workflows FMOD - Sound Engine Blender - 3D Modelling Sculptris - 3D Char sculpting Slack - Communication Trello - Task Management Our Trello Board!

      The Team
      We are a team mostly composed by professionals in our areas but new in applying our skills in game development.
      Game Designer/Project Lead - Background in Computer Science and working professionally as the technical director of a leading web development agency in Sydney. Duarte brings maturity in project management methodologies and technical leading. An obsessive adventure game player and very seasoned technologist, Duarte is the founder of the project. Lead Developer - A very experienced developer, Joao is the main man behind the implementation in the Unity engine. He will translate the specs and game design workflows into the engine. He is a professional web developer currently working in Vienna, Austria. Music Producer/Sound Design - A professional musician and music producer, Richard is a guru in enhancing the experience with sound and musical scores. He works professionally as a musician and music teacher and lives in London. 3D Artist/ Character Design - An aspiring musician and hobbyist game designer and 3D artist, Kevin is mainly responsible for character art. He currently lives in Puerto Rico. 3D Artist/ Environment Design - A hobbyist 3D artist, Joshua is mainly responsible for environment art, buildings, landscapes and props. He lives in London. If you are interested
      If you want to join the team, get in touch and I will supply the full game design document, our wiki containing character references, sound design cues etc and provide access to our Slack team chat.
      If you are interested contact me through private message.
      Looking forward to hear from you!
    • By INTwindwolf
      DESCRIPTION
      The team is in need of an assistant Art Team Director that will assist the Project Lead and Art Director in the development of the game. The position does require you to have knowledge of the Unity Game Engine, 3D asset creation software, and a desire for project management.
      The INT team is a large, international team, focused on the development of a core demo which will showcase RPG elements and core features for fundraising and investors. We are a friendly and passionate bunch and hope you will apply soon to be part of our team. Please review the job requirements and responsibilities below.

      Starboard Games LLC is looking for a highly professional, qualified, indie team developer to join our ambitious INT project.
       
      As the INT Assistant Art Team Director you will report directly to the Project Lead and Art Lead. In the occurrence of an emergency you would become the acting Art Lead. The position does require a knowledge of the Unity game engine. This is because we would like our Assistant Art Team Director to have a knowledge of the game engine, and the ability to create scenes to showcase assets.
      Furthermore, you would need to be able to create assets for the core demo in a 3D modeling suite. Many of our artists use blender, but if you have a commercial license for another program then that would be acceptable as well. You will also need to possess team management abilities. This means you will be reviewing 3D artist work, 3D artist samples and test submissions, 2D concepts, and possess an understanding of the ‘big picture’ for INT which will be shared with you by our store, lore, and Project Directors.
      Responsibilities:
      1. Report to Art and Project Lead.
      2. Act as Acting Art Lead in the event of an emergency.
      3. Ability to think creatively.
      4. Ability to communicate effectively and work with other team leads.
      5. Desire to see the project through to completion.
      REQUIREMENTS
      1. Knowledge of the Unity Game Engine.
      2. Experience using Unity.
      3. Experience using 3D asset creation suites.
      4. Experience managing a team or being part of a team environment.
      5. Must be able to take feedback constructively.
      6. Must be able to interpret and decipher maps and notes.
      7. Must be able to work from 2D art.
      8. Commitment to the Project and the ability to spend large chunks of time working towards the completion of the project.
      BENEFITS
      We offer revenue-sharing generated from crowd-funding to team members who maintain consistent communication on company projects and meet Starboard Games deadlines. Currently we are unable to offer wages or per-item payments. Your understanding is greatly appreciated.
      Thank you for your time! We look forward to hearing from you!
      TO APPLY
      Please send your CV/Resume, as well as (the link to) your portfolio to: JohnHR@int-game.net.
      Kindest regards,
      John Shen
      HR Lead
      Starboard Games LLC
    • By INTwindwolf
      DESCRIPTION

      Starboard Games LLC is looking for a highly professional, qualified, indie team developer to join our ambitious INT project.
      INT is an upcoming Science Fiction RPG that has been in continual development for several years. The team is in need of a Level Editor and Designer to join the team to work on the development of the game. This position does not require you to be a programmer or 3D artist.
      The INT team is a large, international team, focused on the development of a core demo which will showcase RPG elements and core features for fundraising and investors. We are a friendly and passionate bunch and hope you will apply soon to be part of our team. Please review the job requirements and responsibilities below.
      As the INT Level Editor and Designer you will be the individual on the team who received art assets and builds the level to Game Dev requirements. This position will require a knowledge of the Unity Game Engine, but not programming or art asset creation knowledge.
      Our levels have been mapped out and annotated with setup notes. While these setup notes and blueprints should be followed, as our Designer you can feel free to be creative in the setup process. When you place assets and design exterior and interior spaces you can be creative in how you build these spaces out.
      Responsibilities:
      1. Report to team Leads.
      2. Report to weekly Dev Meeting.
      3. Ability to think creatively and design portions of the level when required.
      REQUIREMENTS
      1. Knowledge of the Unity Game Engine
      2. Experience using Unity and importing/setting up levels in Unity 
      3. Experience optimizing levels in Unity 
      4. Ability to work under Team Leads
      5. Must be able to take feedback constructively 
      6. Must be able to interpret and decipher maps and notes to set up the level
      BENEFITS
      We offer revenue-sharing generated from crowd-funding to team members who maintain consistent communication on company projects and meet Starboard Games deadlines. Currently we are unable to offer wages or per-item payments. Your understanding is greatly appreciated.
      Thank you for your time! We look forward to hearing from you!
      TO APPLY
      Please send your CV/Resume, as well as (the link to) your portfolio to: JohnHR@int-game.net.
      Kindest regards,
      John Shen
      HR Lead
      Starboard Games LLC
    • By xenohexx
      Hi, I'm an Unity programmer and I'm looking for an artist/group to make something togheter (2D), I was thinking of a Point and Click Adventure, a FMV game, an Adventure/RPG in a streaming 2D world or a Myst Like (panorama) game but I'm may be open to other suggestions although arcade/plataform games are not my thing, in general I love games in which the story plays an important part
      You can see some things I've done here:
      http://zenger.co.nf
      If you are interested please send me a mail (the mail is at the webpage)
      Thank you very much