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  • @Sk8F4n Umm... There is a lot of coding going on throughout the series. You are looking at our early level builder. The same thing you'd see in any other game engine. Each drop down box, which is a property that is used to configure a component that has been added to an object by the level editor. Every single component in the game has been coded in C# from scratch. Truth be told our level editor is VERY different now.

  • No offense, but using drop down boxes to 'program' a game is hardly programming.

    But it looks cool.

  • I'm sorry, but you are merely viewing a typical level editor, the type you would find in any other game engine. Each "drop down box" is actually a property that is used to configure a component that has been added to an object by the level editor. And I assure you, every single component in the game has been coded in C# from scratch.

  • Following your logic, the entire game of Half-Life 2 was developed using drop down menus in the Hammer level editor, including special effects, sound effects, and AI logic.

    The truth is that in our game, components are designed to be as generic as possible so they can be re-used amongst many scene objects. This lets us easily construct the level and tweak gameplay and flow using the builder.

  • Reply now presented in a non-rude format:

    That is our level builder. All of our components were coded from scratch to be generic enough that we could use them on any object in the builder. You are watching John configure one of the components he created.

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