From time to time we will inform the community of certain areas of Skyline Development. If we have decided to add a new features or new demos in development etc we will try to make a post in this topic.Feel free to leave your comments to help encourage out development team ; )

Visual Game Mechanics Development System

Re: Visual Game Mechanics Development System

Postby lordalmighty1 » 12 Feb 2015, 11:43

yeah so much simpler looking then reloadeds lua designer :D.. looks good
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Re: Visual Game Mechanics Development System

Postby StarFire » 12 Feb 2015, 15:33

Thanks guys :D

@antON new modules - core modules will be made in C++ by us and these will be low level stuff plus some special modules such as the sliding door. Other modules everyone can create by combining core modules with IO modules to make user game mechanics. These will look and work as the module you see in the vid. This section is not fully working yet but once I have it fixed I will post another video showing the user modules in action. ;)
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Re: Visual Game Mechanics Development System

Postby Shando » 15 Feb 2015, 03:42

Yet another reason to use Skyline over other less able and/or more expensive engines :D

This will make life so much easier for the non-programmers, and it will give us old-school coders something that will take away the drudgery of writing tons of code to make something simple happen!!

As always, huge respect to the Devs.

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Re: Visual Game Mechanics Development System

Postby StarFire » 15 Feb 2015, 17:03

We hope this will make Skyline more fun to develop mechanics in, rather than the worry of cross language/format syntax errors and as you say, tons of code to do something that should be simple.

Thanks for the respect 8-)

Update :geek: : I have managed to get a file to load back without the presence of the graph editor. Although this still requires QT to still reside in the engine which will be a problem when we go mobile. But doing it this way will let us to be able to release the graph system for PC production and overcome the removal of QT when the time comes. There is still months of work to get the graph system polished but it is becoming usable if you don't mind the odd wort and organisational gremlin, but isn't this the case with a lot of Skyline!

We are looking at a release asap with the new Nav update and many other fixes and we will try to get a functional graph version ready for the following update, so fingers crossed ;)
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Re: Visual Game Mechanics Development System

Postby StarFire » 09 Mar 2015, 17:53

Hi Friends, just a quick post to let you know that I have overcome a big hurdle with the module system which was preventing them being used outside of the editor. Not good for an end game :oops:

But you will be happy to know I have found a solution and started converting the initial prototype to a production version. This will free up a little time to cover some user related requests [ Tatty ;) ] and start getting a version ready for either the next or following update.

Again I will keep you all informed of development. :D
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Re: Visual Game Mechanics Development System

Postby TattieBoJangle » 09 Mar 2015, 18:45

Sounds good glad you are powering through :)
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Re: Visual Game Mechanics Development System

Postby lordalmighty1 » 09 Mar 2015, 18:53

yeah awesome news wot.. :)
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Re: Visual Game Mechanics Development System

Postby StarFire » 09 Mar 2015, 19:20

To be honest guys some the test I have played with have made mechanic development become fun! and when your bored or not sure what to do next you can just mess around with the modules in a kind of therapeutic way lol :lol:
This system could turn out to be very intuitive and expansive. :D
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Re: Visual Game Mechanics Development System

Postby epsilonion » 13 Mar 2015, 00:17

I really really really can not wait for this to come out...
Its a major update in my book and I am putting a game or demo creation on hold till this hits my computer.. :D

Keep up the good work.. :D
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