World Maker Faire is a place where people who make get together and show off and learn. It's a great place to really show off the goals of this project. So with that, I've decided I am going to have a proper 1.0 release by World Maker Faire 2017.
This means I've built at least one game, preferably a handful of samples using the engine and all it's release features. With that in mind: Event driven top down games are going to be my primary focus. With time, I'll work on adding side scrolling as well.
There's already a functional event system in place, but I have some ideas for
improvement. The idea of an event is going to be abstracted further, and the
maps for the Publisher
will change accordingly.
I'm unhappy with the current implementation. It's too fragile and makes
testing and building new wrappers unpleasant. In it's place, I'd like a lib
that produces a Hardware
object based on provided inputs.
They need to be there, and I think they're one of the keys to the whole system working better.
To really make this a teaching tool, it's going to require a visual editor. Because this is Python and I can do it, I'd like to make the editor using the engine. As such, it's going to be built in conjunction to the engine itself.
This is fairly critical: An easy visual way to create game objects. Also managing inside a particular scene.
This will likely be important. Should include a code editor built into the system.
The primary workflow should give an idea of how scenes are being used.
Introduce a concept of a sub-scene (outside the context of code)
This is the nice to have, but I'd like to make it possible for a person to build the entire game via the visual editor and output functional python that can be run as-is. Bonus if it handles dependency checking.