RPG Editor: Exporter Settings – First Preview
With the first version of the RPG editor just about ready to be tested, I thought I’d take the opportunity to share some of the things we’d like to implement. So lets take a look at some of the custom XML exporting!
From this first screen shot, you will notice that on the left half of the form is all of the fields that can be changed, while each change will be reflected by the XML Output on the right. Using this data, it will be easier to see how your final XML will look, before you export the XML file.
You can also see that we’re trying to make any map created with our editor be directly “plug and play” with an XNA project. For example, the XnaContent tag is automatically implemented, and so is the Asset Type= but the user will be able to specify their project namespace as well as the map class name that will be housing the data in-game. Obviously every XNA project needs this information unless you are using a custom importer / processor for your XML data, so you can not opt out of having this information exported.
Attempting to make the XML as flexible as possible, you will notice one feature we’ve already put in. You can specify the “Output Type” of your data to take advantage of the various importing techniques of the XNA Content Pipeline. For example, if you wish to import your “MapDimensions” data as a point, the output XML will look something like:
while if you wish to import it as a custom data and write your own Content Reader / Writer for that data, you can and it will export something like:
and naturally, all fields are customizable so if you wish to change “Width” to “MapWidth,” you can.
So, for now… this is a small snippet of what we’re working on. Again, we expect this project to be open source once we get further down the road, so anyone can take what we’ve done and expand on it or use it for their own editors.
I hope this project encourages the creation of some great RPGs, because I love me some RPGs :) See you all soon!