G2 Editor

Introduction

    This is a demo of my G2 game engine

Design

    I decided to go with a minimalist look not only for aesthetic reasons but also productivity. I wanted to keep things as simple as possible to make it easier for me to work with. When I was working on 3DWorld it got really complicated and my coding skills weren't so great. Thus I decided to go back to basics.

    In my first iteration, I started with a single white square with a black background.

    While this had good contrast, it was rather unconventional so I gave the square color and made the background white. I kept the red text from 3DWorld because it proved to be very useful for debugging.

    As my program became more complex, I added more squares and gave them different colors and sizes. Besides making the objects diverse, it also gave me a way of identifying them.

 

    Later on I actually used color as a sort of status indicator. For example, in version 9, squares turned green to show that they were selected. As with the information overlay, having visual feedback was helpful. 

 

    Another thing that I forgot to mention is the size of the window. Since I was working with very few elements on the screen, I could stand to scale down and eliminate white space. Besides narrowing my view, it also allowed me to work with smaller numbers which is also helpful. In version 17 I decided to increase the size to make room for buttons and more objects that could be created.

Progression