Tracking progress and planning development in IMS Creators

Dear developers, as an experienced master before starting a complex job, you know: the most important thing is a clear plan and reliable tools. Our new update is created exactly for this. Now tracking progress, planning development stages and working with game mechanics will become easier and more convenient. Everything is thought out to the smallest detail - all that remains is to take these tools in your hands.

Tracking Progress - "Pathfinder's Eye"

"Even a steel sword requires sharpening, and a project requires monitoring of its implementation."

  • Automatic progress control for game objects, scripts, maps and the new element — "Game mechanics"
  • Checklists now calculate the percentage of completion, like an alchemist measures the strength of a potion
  • Link tasks to a checklist and manage them on the task board — completion will be marked more accurately than a crossbow bolt hit, since when completing a linked task, the percentage of completion will be automatically recalculated
  • Create checklists in templates and then the child elements will immediately have a list of tasks. For example, assign a checklist to the game object template “Character”: create a model, animate, implement abilities, etc. — then each specific character will immediately have a work plan!
  • And, so that the template itself does not fall under the accounting, mark it with a tick "Is template"
  • You can also track the progress of any of your elements if you check the box “Tracks completion progress” in their settings.
  • New progress panel - click on the progress field, and a checklist will appear in front of you.

It displays the element's checklist. If it doesn't exist, you can create it.

Planning the stages - "The Field Commander's Strategy"

"Divide and conquer - wisdom tested by hundreds of companies"

The Tasks section now has a Planning subsection, where you can break down development into stages (milestones). Are you preparing for Steam Next Fest or an exhibition? Set deadlines and specify which part of the game needs to be ready. The benefits of this work are obvious:

  • Drag and drop individual elements or entire folders between stages, like placing figures on a military map
  • Only elements with progress tracking enabled are visible.
  • Checkpoints can be given a name, date, and description.
  • The overall progress of the project and its individual stages is displayed clearly so that all participants know what stage the game is at.

New base type - "Game Mechanics"

"Without mechanics, a game is like a sword without a handle."

Previously, there were basic elements for filling the game with content (game objects, levels, scripts), but not for filling it with the logic of its operation. Now there are!

By default, a text block is created for the description, but you can add any others - like an alchemist adds ingredients to a cauldron.

Unlike a regular text element, progress is enabled by default, which allows you to include mechanics in the development plan.

Section "Base objects" - "Developer's arsenal"

"Every master knows: the weapon must be sharpened, and the structure must be thought out."

What's new?

  • The base objects section has been expanded — now you can customize their structure.
  • Want to add images to the mechanics description? Or write a checklist for game objects? Now it's possible.
  • You can customize script and level blocks, for example, set mandatory variables — like mandatory contract conditions.

Multilingual script support

Now your game will be able to speak to players in their native language

An extended localization system is implemented in the "Script" type elements:

  • Convenient switching between language versions
  • Saving the entire language base within one element
  • All translations are saved in a single structure for ease of management

This solution will significantly simplify the process of localizing your project and working with translators.

Changing the color of shapes in the "Level" block

Create more informative and visual diagrams of your play spaces

Added a new feature - changing the color of any figures in the level editor. This improvement will help:

  • Clearly delineate zones and objects at the level
  • Create clearer diagrams for the team
  • Simplify navigation through complex locations

"The update is ready for battle. May your projects be as clear as a katana strike and as thoughtful as a pre-battle strategy."

How do you like the update? Was it powerful? Follow the news so as not to miss the signs of the upcoming changes: our Telegram (https://t.me/imscreators_pub_en).

P.S. May the nine circles of game design be with you... in a good way.

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