2 min read
Skymagi Editor

Creating systems and art is fantastic, but content is what makes a game real.

I gave my father a demo of Skymagi and he said he wanted to help, but wasn’t so certain he could assist on game mechanics. I mentioned that there was no way to actually create maps or bring assets together yet.

My dad is a wonderful person. I hope one day I can be as good of a dad as he is. He’s been a software engineer for over 40 years. He actually even wrote the original TCP:IP implementation for a specific Unix distro. He taught me how to write C using Vim when I was in middle school.

He offered to create an editor. Nothing flashy, but something that would do the job.

And just a day later, he sends me a screenshot:

Skymagi editor

And then added units!

Editor units

And before long, he had multiple area support and asset placing done:

Skymagi Editor Areas

And resize!

resize

There were still a lot of TODOs:

  • Units needed faction options
  • Rotation editing
  • Scripting

But we had a blast making maps with the early assets and trying them out.

The Beach

Boss Encounter

Today, Skymagi really felt like it was coming to life.

Thanks, dad.