Entity editor, scripts, and inspector

If you have 100 entities on the screen, are you going to edit each one individually? Might want to look into “group selection” of entities where the inspector filters similar beans properties for quick editing. A feature similar to refactor support that exists in your IDE of choice (if it doesn’t have refactor support you are doing it wrong) would come in handy when you have a bunch of “Gremlins” that need their names changed to “Mogwai”. Useful utilities like that make large levels less of a level designer’s nightmare.

This need is conected to the blueprint feature. You will be able to save an entitiy (and all its children recursively) as a reusable form called blueprint, stored in a resource explorer.

Any unit created from a blueprint will keep a link to it. It can update the original blueprint with its manually modified components, and will be updated when the original blueprint is updated (minus its manually modified components like location).

But there is still a lot of work for that ^^