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Lucidity

Anonymous

DREAM Project WIKI - Lucidity

Feature proposal for Lucidity, the editor for DREAM

This is a proposal for several changes:

  1. The engine name will now be DREAM.
  2. Earlier sketches no longer represent the current design I have in mind for the editor.
  3. The editor for DREAM will be called Lucidity.

You can see my idea for the GUI of Lucidity here:
Lucidity GUI

As you can see I'm going for a minimalist design here, but one that is not so minimal you don't know where anything is. Everything is clearly labeled, using icons that depict what they represent clearly. Anyone who has ever used an editor should be able to come in here and be right at home. Newcomers should have little trouble figuring out. The idea here is to have as low a learning curve as possible, to keep things clean and uncluttered, and to still be packed with features above and beyond any other comparable editor.

Here are some features I envision:

  • The right panel can "slide" into an out of the main view, to maximize working space while keeping tools handy.
  • The right panel contains "quad buttons" represented by the outside icon. For example the painting tools use a paintbrush for the label, and has the 4 painting tools accessible from there.
  • These tools change depending on what editor you are using and what view you are in.
  • At the bottom-right the first two larger view buttons can both be pressed, so you can have a shaded model with its wireframe showing, or a shaded model, or a wireframe model. The other buttons are clickable one at a time. You can choose any viewpoint you like. There should probably be two more for Orthographic and Perspective view, or maybe just a large P button next to the other two that will take you to the default, perspective view.
  • Everything will have its settings accessible simply by right-clicking on it (default controls.)
  • I would like to include a present manager, so Max users could have equivalent controls to Max, and Blender users could have equivalent controls to Blender, although why they would want to is anyone's guess.
  • The different editing environments are accessible with the icons to the left.
  • The world editor and terrain editor are combined. Zoom out to work at a universal scale, in at a planetary/local area scale. Still trying to figure out of I want to combine the model and level editors.

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