Development made easier & faster
Creightr's development tools run in your web browser. You can grant developer access to anyone you wish. One game can have hundreds working on it - and they can all work together simutaniously.
The tools can be modified just like the client can, adjusting them to the workflow for different types of games such as an RPG, Visual Novel, Card Game, MUD(Multi User Dungeon), FPS, or anything else, really - you can even make a persistent or multi-user web application that's not a game.
The following screenshots are from pre-alpha tools. They are subject to lots of changes and additions based on feedback and seeing how they're used. They will also be open source
First off, the tools are networked together. Many people can work on the same project together. If two people wind up working on the same exact object at the same time, you can see their update and compare the difference to what your currently have, and merge them together.
Automatic Revisions, Patch notes
Past changes are automatically saved as "revisions". You can view previous changes to an object, function, and so on, and revert to those changes if needed. You can also use this to switch between two different states of things, for example: a change during the holidays and then reverting back.
Similarly, Creightr can automatically create patch notes based on changes between a time period, making it easier to document your changes for others to see.
Map creation and plugins
Many optimisations are built around 2d movement on texture maps. However, you can even use an entirely different system for movement and the enviroment(such as something 3D), but this is how Creightr works by default. You can easily "paint" your levels, and then style them with this data using CSS, canvas, webGL, and more.
Plugins can extend the tool, just like they can the game client. For example, a plugin may add tileset functionality, and have different themes for different tiles. Then it'd also change the tools to something like this, where you can paint the map to appear how it would in game.
A default game, visually programmed
Creightr uses a system of visually programming that you can completely program the behavior of your game in, along with the use of plugins to change the client side of things. Instead of writing code, you are simply clicking buttons. There is heavy use of context sensitivity that auto-completes what you may be looking for to put into the parameter of an argument or function. It has most of the features you'd get from a hand written language, such as mixing of and/or arguments.
When you first launch your own game, you get a basic game, visually programmed, to play around with. This way you have something already running, and you can see how it works by changing what is there, and adding and deleting more.
Besides just reading the descriptions of what functions do, and reading documentation, you can see how they are actually used.
Custom functions, written in JS
This is where almost all the functions in the visual programming comes from, so you can view how they work or write your own.
As long as you follow a few guide lines, functions you write will integrate into the tool to be used with the visual programming. It'll show the description in the list of functions, and it'll show the required parameters, their type, and whether they're optional or not.
The functions that "ship" with the tool won't be modifiable as that could break compatability with different plugins, but they are there to view and see how they work.
Generally you don't need to use these, or it will be plugins that add more to the list. You can already program complex AI and other scripts with just the few functions that are built in. The ability to write custom functions is more when you want to simulate the flow of oxygen out of a space station, and things like that.