latest branch of WIP: https://github.com/duchainer/odin-raylib-hot-reload-game-template/tree/commodino--using-werewolf-window-slamming-game/source
Ambitious and still not yet clearly defined project, but aims to create more tooling and tool making tools for my games. I'm still currently sick, so hopefully I'll have more energy when the jam starts next week.
- Some tool ideas:
- Create some useful micro-tools for raylib games, using my jam games as examples use cases?
- Like being able to inspect a sprite and see it's derivation from game state, maybe?
- I would have to wrap Raylib calls, but that could be more flexible than the debug print/draws that I'm often doing.
- Some pause-unpause and slowing down of gameplay
- Some snapshotting of full game state to help understand actual bug behavior
- Like being able to inspect a sprite and see it's derivation from game state, maybe?
- Create some useful micro-tools for raylib games, using my jam games as examples use cases?
Glamorous Toolkit is a FOSS IDE that aims to augment code reading, more then code writing. It supports "Moldable Development" which is mostly creating contextual micro-tools as you need them for decision-making.: https://gtoolkit.org
Godot Engine is a FOSS OOP game engine, I'll mostly take some of the editor tools as inspiration for some micro-tools on top of what Glamorous Toolkit has: https://godotengine.org/
NOTE: This project's name comes from this transformation:
- Godot -> C-Godot -> Codot
- Komodo Dragon, -> Comodot
- Odin -> Comodino
- But comodino is a night stand, so might has well add "commode" from french "practical"
- -> Commodino That should be easier to use web search to find the project, if it ever becomes big.
<!-- Comments on some secondary things to figure out:
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Secondary objectives:
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Be able to inspect memory in the runtime, in some dedicated side-panel, maybe?
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Nice to have :
- Some text editing functionalities in the runtime game.
- But most of it could still live in my editor for now, no need for integrated editor yet.
- Some text editing functionalities in the runtime game.
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Won't have:
- I don't think that I need those micro-tools, etc, to work on web exported versions of the games, yet.
- But maybe after the jam, if I need to fix bugs when the game is WASM exported? --!>
- I don't think that I need those micro-tools, etc, to work on web exported versions of the games, yet.