2 tools from other game engines that I would like to see in Dreams
Hey everyone!
I took a break from Dreams for a few months but am back now and saw that they put up these forums. I am still getting caught up on the new updates.
The first tool that I really miss from computer-based game design engines is the project outliner, where you can browse and organize the assets in your projects very easily. Last time I was playing Dreams regularly the best I could find was the list of objects, but this isn't quite the same as a project outliner and doesn't really provide me with the functionality that I want. There may be something here that I am missing, I will need to play around with it some more to see if there are better ways of organizing large projects.
Next, it would be awesome if there were some kind of debugger or some way to set break points in your logic so that it's easier to walk through complex code. There may already be some way of doing this, for now I use makeshift break points using selectors and other tools. When coding for my job, I use what's called a stepwise debugger that lets me walk through each step of the code to find where crashes and other bugs are coming from. Because I am a healthcare professional and not an expert programmer this really helps me get my work done. I realize this is wishful thinking, even with Unreal and Unity one of the easiest ways to do that is to load your project into Visual Studio and debug the C++ code directly. Either way, it would be really nice if there were some way to walk through code one step at a time.
OK sorry about the long post! Those are the 2 features I would like to see the most right now: a project outliner and a stepwise debugger. Please let me know if there is already a way of doing either of those things. Thanks and have a great day!
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These are both great ideas and would be invaluable in Dreams! :)
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I'm guessing you don't mean the collections, for organising assets? Could you explain more about what you mean by a "project"? Do you mean within a scene perhaps?
Step-debugging would be cool!
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A few people have suggested at least improved file management (Ladylex in particular) - event simple folders would be a massive improvement. Collections are a poor substitute for folders - it can only copy an element rather than move it, updating one version does not auto-update the other, organizing within a collection is tedious and cumbersome, etc.
I totally agree with some sort of 'debug view', and made a suggestion of the sort a while back. The only option at the moment is opening every micochip and pinning it to the screen then activating the scene. Unfortunately this is a very limited version of a debug mode - if it's a playable character the character will go shooting off if as it moves, and keeping things in view is an absolute mess. You also need to keep changing the control interface to 'remote control'. You can also only view active chips when in preview mode, rather than in play mode or some facsimile of that. The current system makes designing player characters migraine-inducing.
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Yeah I was thinking of some sort of object list in the scene too that you could access, it would be like a panel that would slide from the side. It would show all objects in the scene, with their names. There would be a number of actions that you could do to the object. Like delete, go to object, rename, and select.
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an object list in the scene that would be accessible would be rad. They had that (they accidently showed it in a very old video) before. Also they had that thing in the early iterations of dreams in which you could hold a collection of things from the dreamiverse as a palette on the secondary move.
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