Development tools for indy game 'Love' look like the SketchUp of game modelling
Dr_Shaggy
Join Date: 2002-09-26 Member: 1340Members, Constellation
<div class="IPBDescription">Built in house by the lone developer!</div>I don't know much about this game 'Love' beyond its interesting non photorealistic graphics style, but I got linked to this video from their (lone!) developer who, like Unknown Worlds, has built his own development tools. As a UI geek, I was pretty blown away by what this guy has put together. He moves through it pretty quickly, but things like the context sensitive radial menus (similar to the ingame NS menu that I've always loved) and the overlays of settings/controls in the rendered environment look great. The simultaneous updates across tools (via his open standard network protocol?!) is another impressive achievement.
<a href="http://www.quelsolaar.com/love/tool_video.html" target="_blank">http://www.quelsolaar.com/love/tool_video.html</a>
I'd go out on a limb and say that the developer behind this has a strong background in graphics, this reminded me of a bunch of topics I've long since forgotten from university graphics courses. Also, since it looks like he doesn't really use any native OS controls (everything drawn in opengl?) it probably wouldn't be that hard to port to any opengl supported OS. I'd love to hear what someone like Max thinks of these tools, I get the feeling that Eskil and Max have a lot in common.
These tools are apparently all open source and available from the developer here:
<a href="http://www.quelsolaar.com/files/index.html" target="_blank">http://www.quelsolaar.com/files/index.html</a>
I get the feeling that these development tools may be a bigger achievement than his game, and I mean that as no slight to the game (which I know very little about).
<a href="http://www.quelsolaar.com/love/tool_video.html" target="_blank">http://www.quelsolaar.com/love/tool_video.html</a>
I'd go out on a limb and say that the developer behind this has a strong background in graphics, this reminded me of a bunch of topics I've long since forgotten from university graphics courses. Also, since it looks like he doesn't really use any native OS controls (everything drawn in opengl?) it probably wouldn't be that hard to port to any opengl supported OS. I'd love to hear what someone like Max thinks of these tools, I get the feeling that Eskil and Max have a lot in common.
These tools are apparently all open source and available from the developer here:
<a href="http://www.quelsolaar.com/files/index.html" target="_blank">http://www.quelsolaar.com/files/index.html</a>
I get the feeling that these development tools may be a bigger achievement than his game, and I mean that as no slight to the game (which I know very little about).
Comments
and LOL @ the asteroids game built into the level editor haha!
--Scythe--