So on a whim, I decided to start working on eced again. Here's a quick port of E1M1 I made with it to test some things. Felt like a fun way to practice some program structure stuff and it's proven fun to get all my ancient terrible code made slightly less terrible and slightly more structured. I've gotten saving to wads, loading from wads, a new renderer overhaul, improved thing rendering, floor and ceiling rendering, trigger visualization, and a large number of other features working. In the future I should hopefully have some fun features like sprite previews on things and 3D mode. I still have some concerns, though.
- How do I best visualize tiles? I don't like the old school EGA graphics most editors have historically used, but they do at least distinguish well versus the variants of grey and blue stone. In addition, it's impossible to tell from above when a tile is inset. To handle the fact that ecwolf supports individual textures on each side, I was considering a view that divided the tile up into 4 "slices", though I'm not sure how effective it will be. 3D mode will help a lot there
- How do I visualize floor codes? The current version just shows two hex digits, but it's pretty noisy and not super informative at a glance.
- How will 3d mode work? I'm currently planning a free camera like DB2 and derived editors, but instead of selecting things to operate on them, I intend to use brushes still. So to texture an area, you'd select the texture brush, and sweep over the walls you want to change the textures of. But I don't know if this would be the most intuitive or fast way of doing it.
edit: and for fun,
here's a pic with some actual floor textures present