Content tools feature list
From Shadowrun: Awakened
The content tools will allow developers to add content to both zones used in both client and server.
Tasks
The content tools must allow for a set of tasks to be conveniently and easily accomplished.
- Object Creation - Ability to define single objects, including composites of object types, as a single object that can be used in multiple scenes.
- High-Level Game Objects - Ability to create high-level game objects (like characters) in the world and define their properties without worrying about their geometry
- Collision Definition - Ability to define low-level collision properties (physics properties, collider dimensions, friction, restitution, etc).
- Visual Definition - Ability to define the low-level composite visual components of the object (whether it is a particle effect, a character model, etc).
- Meta-Data - Ability to set attributes of objects as astral, dual-natured, physical, or AR.
- Scene Editing - Ability to populate a single scene with objects
- Elements of a Scene - Objects that participate in a scene must be easily created, manipulated, and removed in the editor. This should include objects with a complex definition (as listed above) or simple definition.
- Scene Import/Export - Scenes must be able to be saved and loaded to formats relevant to either client or server; plus something that can entirely restore the content editor state, allowing for transmission to both applications and modification later.
- Static - Some elements of a scene are "static" to the editor are element that once they are created and positioned, the editor is done with them (they cannot move or be removed from the scene). For instance, a road.
- Dynamic - Objects that are "dynamic" to the editor are elements of a scene that cannot be removed, but may move within the scene. For instance, a door.
- Transient - Objects that come and go through the scene are "transient". Since these elements are not actually present in the editor at design time, there must be a means of representing them to the user.
- Scripting - Ability to define and tie together scripting and meta-data utilized by scripting
- Triggers - Ability to define volumes which trigger events AKA "Triggers"
- Nodes - Ability to define points that convey meaning in the scripting & AI manipulation of characters
- Preview - Ability to fly through or walkthrough a scene with all effects enabled
Interface
The presentation of the tool. The content tools, while they should be comprehensible for beginners, are targeted to facilitate the experts.
- Point & Click - A point and click interface allow as much direct manipulation as possible
- Shortcuts - Expert shortcuts will be available through the keyboard, mouse, and any other logical place
- Modal - An interface that operates in several distinct "modes" to facilitate content creation
- Interiors vs. Exterior - There will we common tasks between interior and exterior level creation that could be done modally by the editor. This may be a "super-mode" where each mode mentioned below has an interior/exterior setting.
- Static vs. Dynamic vs. Transient - Some elements of a scene may be completely static (roads, buildings, etc) while some elements are dynamic (doors). Further still, some elements are completely transient to the level (players, NPCs), but may need definition as well.
- Physical vs. Logical - A scene, once define physically, may be defined and re-defined many times on a logical level, for instance to place scripting elements or inhabitants.

