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You mentioning that having timers and logic stuff like that physically in the scene near things they send messages to made think about doing that! fun fact Unity dosnt support rotating gizmo icons so I ended up having to make a dang sprite sheet and flipping though them

In Demonschool we had a concept of flags and subscribers. They are kinda half of the feature set you describe here and i can for sure see how having outgoing events would have made some scenes way easier to implement

Thank you for the blog post, it served as an inspiration for the I/O system I put into my own engine. It's amazingly powerful! Paired with C++ hot-reload, I can add new events and actions within seconds (just change the static array), and they immediately become available in the editor.

as someone who started making games with HL1, I can say that I'd have made so many more games had a good valve-style I/O level scripting thing been present in other engines its absence means making so many manual event scripts, or slower, having to rely on someone else to make those events happen

I'm not sure I understand the whole thing here, but it sounds like this is already ~70% done in Godot with signals. Would be interesting to take it a bit further 🧐

Tickles my brain. Makes me want to look into/make a I/O system for Godot. Shouldn't even be too hard, similarly with a child component and using signals under the hood. Just the UI interface for IO is a bit intimidating :>

lol this is awesome, reminds me that I've been thinking about how sick a new Half-Life might be with Valve's designers working with a much more refined version of that sort of workflow. people were already doing some ridiculous stuff for Alyx or CS2 with zero actual code written.

I'm not a developer but I get the hunch these sorts of accessible but low level solutions where the real future of gamedev toolingis at imo

Cool qol details in the tool: -Dropdowns for everything -If targeting multiple actors it tells you how many -Button to duplicate an input -Button to select all with same name -Button to assign unique names to selected actors -Auto-assigns targetnames based on actor labels/vice versa as appropes

oh this is awesome I made my own IO system but it doesnt have everything yet Just relay, mosfet, and switches really handy for level scripting, id be using yours if it existed back at the start ha

this is fully a plugin so it can be project-agnostic, cpp'd a few things that were bp before (mostly still BP) etc. swapped it over at work so that i am not maintaining two versions. the debug stuff is fun to look at. @radiatoryang.bsky.social made duck hunt using buttons, movers and timers

Thank you for sharing this! It inspired me to implement an IO system in our project to facilitate building out tutorials and my designers LOVE IT Guess I gotta make it a full fledged tool now 😤

I have to put a pin into that, maybe I'll build something like this in the next game jam or so. The source engine is such a gem... I think I need to open Hammer again some time. Great work with the tool. If you ever release it, I will surely take a look.