Re: EDITOR Feature Requests (not bugs!)
Posted: Tue Dec 04, 2012 8:47 am
The next game engine I'll write will be definitely using a component model, so that components such as lights, animation, models, particles, sounds, etc. can be freely mixed together to form new kinds of objects and behavior: you want to have a wall button that glows in the dark? no problem, just add a Light component to the button. You want to pick up a monster and put it into your backpack? Sure, just attach a PickupableItem component to your monster. A door that can be destroyed? add a Health component...
I only chose the class model for this project because we were in a terrible hurry and went the most straightforward route. We pretty much knew what features we wanted to have in Grimrock dungeon and just implemented those in a rigid class hierarchy. It made sense then but not anymore. Now we are paying the cost for that single bad decision
Basically adding features such as animation to existing classes is tedious work and only "artifically lengthens" the life span of the engine. So while I totally agree that adding more general animation and sound playback capabilities is very useful, I would rather work on a new, much more powerful game engine. That said, I think we should try to find a middle ground, like minimal set of changes needed to the existing class hierarchy. Changes which would keep you happy and busy until the next iteration of the game engine is out
The bottom line: I'm having mixed feelings about this because the more time I put into maintaining and adding new features to the old engine, the longer it takes us to get the new, much better engine.
I only chose the class model for this project because we were in a terrible hurry and went the most straightforward route. We pretty much knew what features we wanted to have in Grimrock dungeon and just implemented those in a rigid class hierarchy. It made sense then but not anymore. Now we are paying the cost for that single bad decision

Basically adding features such as animation to existing classes is tedious work and only "artifically lengthens" the life span of the engine. So while I totally agree that adding more general animation and sound playback capabilities is very useful, I would rather work on a new, much more powerful game engine. That said, I think we should try to find a middle ground, like minimal set of changes needed to the existing class hierarchy. Changes which would keep you happy and busy until the next iteration of the game engine is out

The bottom line: I'm having mixed feelings about this because the more time I put into maintaining and adding new features to the old engine, the longer it takes us to get the new, much better engine.