
Ground Breaker Script Editor
A Visual Script Editor built with Imgui node editor and Munin Graph as part of the Visual Scripting course at The Game Assembly
​​
​From the start of the course the editor was created to resemble the Scripting interface found in Unreal, particularly pertaining to the colors of the nodes though not exactly the same. This decision was made to improve both the usability and learnability of the editor.
​
I decided to continue development of the Editor created for this course as Scripting was required for the group projects. I took it upon myself to implement and integrate the Editor with our Engine.
​​​​​
With feedback from the users, mainly our groups Level Designers and the requirements of the project. The editor was expanded to include more nodes as well as some nodes being specific to the project. The interface was also expanded to be Fullscreen and for nodes to have tooltips available at selection.
The add overtime is a example of a node created from necessity to simplify the addition of a specified value over a time.
The Timeline node is also one of these nodes as the behavior was required for our designers to use the tool effectively.


​As more nodes were created using macros to simplify the creation of them proved necessary and useful. Specifically in cases where multiple similar nodes needed to be defined.​
I learned a lot about Macros during this undertaking such as how to have macros with different argument count or the same name but different definitions as this was not something i had previous knowledge about.
Using these made futureproofing the Script editor easier as the engine evolves and new nodes are added. Especially nodes that use Enums as these are now automatically updated when the Enum is.



Considering how much i worked on the script editor i consider it my second Specialization project, and i have enjoyed developing it and will continue to do so for future project.