4Feb/100
Rethink XNA Editors
Kyle Zimmerman writes about design decisions for editors:
As the design behind my game changed over time, becoming more complex (feature creep == bad, but that’s another topic) I began to realize my editor was falling behind my game. I didn’t want to limit my game by using mediocre tools that took a long time to make, and were difficult to maintain, so I decided to go back to the drawing board.
First this meant rethinking what an editor should do, why it should do those things, and how it will do them.
Read the full post on the anti-force blog.