Added basic support for editable “triggers”. As I mentioned in the previous entry, the original Devastro used this approach for setting up win/lose conditions for each level.
Similar to Unreal Engine’s Blueprints – but less sophisticated, of course. Great for things like: “to win this level, the player needs to kill all enemies, destroy all saucers and find the red key”. I can also easily setup areas that will spawn more enemies when the player enters, events that happen when an item is picked up etc. all without writing any extra code.
The difficult part was to maintain inter-entity links – in the game, the editor and also on disk. The new entity system helped a lot – when saving a level to disk, I store the “index” part of the Entity ID and when loading, fill in the correct “generation” after all entities are loaded.
Triggers will help me add a lot of variety to the game using a limited set of tools. Can’t wait to explore all the possibilities.