And then I somehow got too busy to post yesterday.
I started off the day trying to blow up spaceships in Blender. I want to have a bunch of fragments where you can see the internal deck structure and stuff, so I built a basic hull outline, and then did a Boolean intersection with a bunch of boxes to make floors, outer walls and windows. The results were actually not too bad, getting a few nice big chunks, but the cell fracture tool was also generating quite a few smaller bits and pieces that I didn't really want.
Then I finally got back to working on level editor stuff. I got an editor camera in place so I can get an overhead view of the scene and navigate around. The component system makes this kind of interesting - I have two cameras pointing at the main render target, but only have one active at a time. I just have the mode select set to the F1 key, and toggle the active state of both cameras. I also have two "game-side" components - GameCamera and EditorCamera - that attach to the default camera and process input differently depending on which camera is active. Next up, trying to make objects clickable.
Then I started getting concept artwork in, which sucked up most of the rest of the day. I'm not sure I've ever had to review something from an artistic standpoint before. I was a little concerned about how that was going to go, but ultimately it wasn't a lot different from the process of wrangling an art asset into a game - lots of back and forth and getting your hands dirty in GIMP. :) I have heard many complaints about feedback from producers being vague, or contradictory, and I can certainly see how that could be the case with verbal-only instructions. I still can't actually imagine trying to work that way. :)
Maybe an update later, maybe not, see how the day goes...
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