A standalone WPF desktop tool for authoring game skills and triggers as node graphs, then exporting them as data files for the game to consume.
WOFFEditor is a content-authoring tool for a game's ability system. Instead of hand-writing skill config, designers compose skills and triggers from typed nodes on a canvas; the editor serializes them into data files the runtime loads. It's a Windows desktop app built with WPF.
- Node-based authoring — a palette of typed nodes:
Skill,Trigger,Action,Caster,Damage,Buff,Shield,Move,Chain,Property,Misc. - File model —
SkillFileandTriggerFile(on a sharedBaseFile) represent authored assets;DataManagerhandles load/save. - WPF UI —
MainWindowcanvas with data-bound node editing. - Data export — produces skill/trigger definitions for the game runtime to consume.
WpfApp1/
├── MainWindow.xaml(.cs) Editor canvas & UI
├── DataManager.cs Load / save authored data
├── Files/ BaseFile · SkillFile · TriggerFile
├── Nodes/ Skill · Trigger · Action · Caster · Damage · Buff · Shield · Move · Chain · Property · Misc
└── Property.cs
Open WpfApp1.sln in Visual Studio (Windows) and run — the editor window opens for authoring skills.
A companion tool to my game prototypes for data-driven ability design. Original code authored by me.