Skip navigation

I posted the following on the Card Kingdom development blog.

The Card Kingdom team was lucky enough to attend GDC, Game Developers Conference, in San Francisco a few weeks ago. We showed the game to a new audience that spanned the spectrum of students to industry veterans. The overall feedback we got on the game was incredibly positive. This was a huge boost to our confidence and cemented that our design choices were correct. Any negative feedback we took and plan on addressing in the upcoming build. The most frequently asked questions were “when is this going to be released?” and “what platform is it going to be released on?” We answered that we’re going to try and submit it to some competitions and see how far it gets. Beyond that, we have to decide what the next step for Card Kingdom will be after we finish our capstone.

During the last few days of GDC a few weeks ago, all I wanted to do was come back and work on the game. Seeing all the interesting/new games and products at GDC really inspired me. I put that excitement to purpose and now the “editor mode” of our engine is even more robust. Here is a list of all the new and cool things that can be done in the editor:

  • Create new Game Objects and modify their attributes (name, position, rotation, scale, bounding box size, etc.)
  • Add and load resources at run-time
  • Load prefabs (prefabricated objects) into the scene at run-time
  • Save constructed Game Objects as prefabs
  • Attach static meshes to Game Objects at run-time
  • Toggle v-sync on and off
  • Toggle the deferred rendering multiview on and off
  • Filter the content list for ease of finding specific resources
  • Export the entire constructed scene to an XML file

Here are some screen shots of some of these features in action.

Plans for the ability to add other Game Object Components, such as Physics, Audio, Lights, etc., are in the works. Having such a powerful UI, message passing, and serialization architecture in place makes adding these functions incredibly easy and cuts development time down to practically nothing.

With all these updates to the editor, this opens up new avenues for level construction and easier prefab creation.