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« on: February 02, 2016, 12:07:50 PM »
Since the developer is familiar with RPG Maker, I'll be using RM-related terms in this thread.
1. Item/enemies editors
You could choose basic item/enemy archetype (e.g. bomb/sword or shooting/fencing enemy) or you'll could use advanced option that would let you input item code directly. Think of it as RPG Maker's Database.
2. Better default project template
It should consists of the following:
- Basic game system like one in Legend of Zelda: ALTTP while not using any of their assets, that is all the menus/save system.
- Few enemies with at least one of each type
- Basic items (swords, bombs and so on)
- "Default" map, nothing fancy, empty one would do just fine. This way, people without too much coding skill could start making the game right away.
- Basic resource pack to get you started consisting of public domain/cc assets, something like in sample project would do just fine.
3. RPG Maker-like event editor
While Lua is nice and easy, not everyone has the right mindset to be a programmer. Therefore, some visual coding aid would be helpful. Since the developer is familiar with RPG Maker, I think RM-like code editor would do just fine.
That doesn't mean you have to make "event interpreter" either, it could read and generate Lua code. Some years ago I've contemplated doing so for another RPG engine that uses Lua (Novashell) before learning it was abandoned and therefore it would be just wasted time. But here's what I got.
The whole event editor would be based on "special" Lua comments that would be read to get event list, so for example the following code would be generated for say, <>Move Picture id: x, y event:
--@MovePictureEvent 6 12 18
picturelist[6].move(12,18)
The comments would have no effect on the game (Lua would just ignore those), while the event editor would look for these special comments and build the event list around that. When clicking OK, the event editor would just generate appropriate code, placing "special comments" as well. Every event editor-generated lua file would start with "--@EVENTEDITORGENERATED" comment to differentiate between regular Lua scripts and code made in editor, so the event editor can refuse such silly requests as trying to edit regular Lua file in it (which would break it since it doesn't have appropriate "event comments" to generate event list from).