Hey, no problem. Glad I did not scare you off with the wall of text. I have some experience helping create and working with custom small game editors(and engines) so I know how it is. I'll add three more suggestions so I don't waste a perfectly good post ;)
1. Check your new font implementation. Left you a bug report on github, but I have no idea if you're checking that. Right now the font swaps normal for capital letters and vice versa.
2. Think on implementing limited randomness- if you implement containers(chests or something similar), the logical next step is to implement limited loot randomness. Basically have an object with 3-4 empty slots to populate with possible loot and the engine picks at random from those. Leaving one(or more) empty creates a possibly for having an empty chest.
This can be something that's calculated at game start, as in all chests are populated when you start the game, doesn't have to be done when chest is opened.
3. Think about making it possible to disable the editor menu when exporting a game. While it's nice to have an access to the editor for people who are interested in actually designing something and want to check how things are done, it's useless for people who just want to play a game and makes the game look like a forever work in progress, since the editor is always one click away.
Thank you very much for such deep and detailed feedback!
Finally, we now have chests in the engine. You can choose exactly which item to place inside a chest, or you can enable an option that makes the chest give a random item to the player.
Chests are a staple of almost every RPG, and they were definitely something the engine was missing until now. I'm very happy to finally have them implemented. Feel free to check them out if you'd like!
I'll continue investigating the other points and ideas you've raised. Thanks again for all the valuable feedback.
Ok, just checked the chest implementation. It's good, but it can be better. Here's how:
Put a switch on the chest to choose whether the chest is locked or unlocked by default. If it's unlocked it works the exact same way as it does now. If it's locked it works similar to the trap- you have a dropdown to link it to a variable that's unlocking it. This will allow for a huge amount of gameplay options, like unlocking a chest after a dialogue, after a lever pull, after a puzzle or after an enemy death.
Another thing you might want to change is how the random item chest works. From a design standpoint it's very rare to use a truly random item drop, especially in the small scope games you can design with your engine. What would be very useful is some limited randomness, as in a chest that gives a random weapon(one of the swords), a random armor(either armor or boots) or random consumable(key, scroll, potion). This way the designer still has control over the type of loot you get(for example a weapon), but you keep the element of surprise.
Implement these things and a way to trigger ан end game state through dialogue and you'll have everything you really need.
On a totally unrelated topic, I love the trap implementation. Now this works great!
Keep up the good work!