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Posted

Things to keep in mind

- Keep it simpel : no overbearing ammount of features on the surface

- Streamlined workflow

List of Possible features

- Asset Browser

- PropertyWindow

- Flight Mode

- Easy grouping and selecting

- Layers

- Switch Editor-Ingame

- Zoneclipping (Only models in a radias of x of the player will be visible in the editor)

Already in Max :

- Layers

- Grouping

- Selecting system

- Undo / Redo

- Snapping

What do you think are the most important 3 possible features?

All the information of the level editor will be exported as xml data.

Scripting will be done in C++ because of some reasons. So it will not be done in the editor.

My goal is also to streamline the features that are already in max for the editor.

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Posted

I think a successful level editor requires a very strong graphically designed GUI. You need to have a solid layout. Establish a good hierarchy with different tools and what they do. Keep it simple, make it very functional and to the point. Try to develop a simple GUI that anyone could use, a 10 year old or your grand-mother for example.

It doesn't matter how many cool features you have, If people can't intuitively and functionally use it, due to poor layout, it won't be as successful as it could be.

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