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By contrast, Bevy's editor isn't intended to be a replacement for writing Rust in a standard IDE. Instead, it's a tool for the things that "programming languages in a text editor" sucks at. Right now, the primary pain points (that could be fixed with some visual tooling) are:
Designing levels by typing out coordinates is simply infeasible, and can't be done without programming skills
Understanding the systems that are running and their relation to each other
Investigating a running scene to check values is really onerous (unless you use the third-party bevy_inspector_egui)
Designing UI (layout and styles) via code takes a ton of trial and error and a lot of boilerplate and lots of recompilation
Authoring game-designy content (new enemy types, changing values for attacks...) requires a programmer or custom tooling
Checking how assets will look in your game with all of the custom shaders and systems and effects is slow and requires a programmer
We should create a section in the design book covering these problems, converting them into user stories of a successful experience using the Bevy editor.
https://discord.com/channels/691052431525675048/789987800014651412/1290691176151908373
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