Caretaker has a lot of character stats, abilities, and effects/buffs/debuffs. It quickly became apparent during development that we needed a way to expose a lot of that functionality to designers so that they could create and iterate on these elements as quickly as possible without needing to involve a programmer, so when designing those systems I made sure to allow for in-editor behavioural customization with minimal code required. These editor windows use a lot of introspection so that if an additional character attribute, buff, or modifier were added, there was no need to alter the editor boilerplate to make those selectable. Pictured here are some of the editor tools for customising Effects, Abilities, and Missions with their associated objectives.