I recently started work on a 2d level editor addon for godot, its main features are:
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Automatically dividing the level into chunks to be dynamically loaded at runtime (it also handles the aforementioned dynamic loading)
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3d rendering and editing for easy parallax and similar effects
The workflow my addon aims to provide is using godot’s editor for editing assets and my editor for editing levels using those assets.
The editor would also work at runtime, so switching bewteen editing the level and testing the level is instant.
The thing is, when editing levels, my level editor replaces godot’s editor entirely, and idk if that’s a good choice, since my editor needs to be at least as good as godot’s editor when making levels for the addon to be useful.
So I’m considering giving up on this project, especially considering my ui/ux design experience is next to none.
Does any of this sound like it would be any use to anyone?