Really clean user interface! I like the way how it is inspired by Windows 8 style, but doesn't suffer from its fanatic simplicity (like VS 2012 does). I guess these are the default C# widgets meanwhile?
Some aspects of Windows 8 are fantastic, some are just... confusing.
I love the simplicity of the Visual Studio 2012 docking system, and was lucky to find the same functionality in the
Dock Panel Suite library.
Other aspects, like the 2-tone vector icons, I find a huge step backwards in terms of usability for the end-user. This and the restrictions imposed by using the WinForms library lead to a very... eclectic interface. Most of the widgets are default .NET with the occasional inherited replacement to fix some annoying rendering eccentricities.
I'm hoping the MDI style and modularity of the tools will allow the program to scale without losing the simplicity which is needed when bringing complex development tools to inexperienced users.
Do you build the editor/development tool with a game you eventually want to realize in mind?
Actually yes. I have a modest little project called
Crystalshire. It's a project I've been building on and off under several different names since ~2003/2004. I've actually released a good 3 or 4 game engines in the past which were built specifically for developing this game.
I've been pretty lucky with the amount of exposure these projects have encountered, and what I'm developing with SFML is an answer to the problems and restrictions I came across after trying to develop similar things in the past.
The game itself was released in 2011 and has retained a respectable user-base. There are a few videos and screenshots flying around if you Google the name of the project.
Here's the official media page on the website:
http://www.crystalshire.com/screenshots.phpPrevious versions were all built on very dated technology, with a kind of meta-game developing where PvP combat was decided by who could predict where their opponent was actually placed on the server due to the lack of lag compensation.
Luckily I've managed to build up a very talented pool of friends who are going to be helping out with both the game and the engine itself, so I believe any future releases will be a much higher quality.
With libraries like SFML to replace my rather disappointing and rather buggy DirectX8 implementation from years gone by I'm hoping that things go a hell of a lot more smoothly this time around.