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Create initial user stories #52

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alice-i-cecile opened this issue Oct 1, 2024 · 1 comment
Open

Create initial user stories #52

alice-i-cecile opened this issue Oct 1, 2024 · 1 comment
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A-Design User interface design and art S-Ready-For-Implementation Feel free to get started!

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@alice-i-cecile
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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:

  1. Designing levels by typing out coordinates is simply infeasible, and can't be done without programming skills
  2. Understanding the systems that are running and their relation to each other
  3. Investigating a running scene to check values is really onerous (unless you use the third-party bevy_inspector_egui)
  4. Designing UI (layout and styles) via code takes a ton of trial and error and a lot of boilerplate and lots of recompilation
  5. Authoring game-designy content (new enemy types, changing values for attacks...) requires a programmer or custom tooling
  6. Checking how assets will look in your game with all of the custom shaders and systems and effects is slow and requires a programmer

https://discord.com/channels/691052431525675048/789987800014651412/1290691176151908373

@alice-i-cecile alice-i-cecile added S-Ready-For-Implementation Feel free to get started! A-Design User interface design and art labels Oct 1, 2024
@alice-i-cecile
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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.

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Labels
A-Design User interface design and art S-Ready-For-Implementation Feel free to get started!
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