Well, I think that I can finally say that the first version of the Epic Game Studio is ready. Version 0.1.1 is capable of... well, not much ::- D. It has the basic UI ready and it can save the basic settings (window position and last paths used). It can also load and save Workspace files. I have also completed the first classes of the Framework, which is a Passive View (subspecies of the MVC design pattern) driven architecture. This is very well suited for Test Driven Development, but I won't do any tests *laugh*. I got no time for that unfortunately and I'll be relying on the fact that I'll be using the EGS a lot, so I will discover all bugs in a very natural way. In the future, tests may be added however, so I'm not worrying too much about this aspect. The important thing is to have the Application built in an elegant way, and TDD or not, the Passive View architecture really helps keeping things nicely separated.
The next task is to nicely load the data in the SQL Compact Databases which the Epic Game Studio uses to store Language Provider Data and Game Data. This has to be displayed in a tree, and then I'll have to add folder management and drag & drop functionality to the tree (move elements between parents, duplicate elements). Then the fun really begins: adding new Language instructions and using them to create Game Data. And then, the hard part: creating a Compilation Workflow and executing it: this, based on the Language instructions used and the current Game Data, should spawn files, which the game designer can use in his/her game ::- D. For example if using the XML provider, the Epic Game Studio will spawn XML files which game designers will be able to use in their games, keeping their data in these files, or if using the ERM provider, Heroes 3 Map Builders will be able to enjoy easier coding. I am both and this is why I'll build these 2 providers in parallel: I'm working at the RoboFite hybrid PHP+Flash MMO game and at a Heroes 3 map. The priority is RoboFite, so I'll be doing work at my Heroes 3 Campaign only enough to test the ERM Language Provider.
I have high hopes for the Epic Game Studio (hm, just like I have with pretty much anything I create). But really, I do hope that this will be something that many people will enjoy using. The first to do so, beside myself, will probably be the modders in the Heroes 3 Russian Community, who will also be the first and only to receive binaries of the EGS, prior to version 1.0.