We have the capability to use the Zero Editor as our level editor as we will be able to quickly and efficiently create levels in Zero engine and then import them into our engine. The use of Zilch as our scripting language increases development time as any prototypes should be easily convertible from the Zero engine with only minor changes. We anticipate that using a scripting language will help us in the long run as developing code in C++ takes much longer than a language like Zilch.
We also have a small number of specific system tools to easily modify stats in the engine. We are using Anttweakbar to tweak audio parameters and particle systems real time in the game so that we can quickly modify levels without any major revisions via the use of the Zero Editor.
We also have a small number of specific system tools to easily modify stats in the engine. We are using Anttweakbar to tweak audio parameters and particle systems real time in the game so that we can quickly modify levels without any major revisions via the use of the Zero Editor.