Hi everyone! after some struggle(weeks without electricity almost half day, bad internet, repression from my country regime, and more), me Nodeki the code guy / patreon guy, im back at work and i got progress update on the game development to showcase.
During the last 2 months the coding team have been working on the game core engine features, its gonna get technical!Liberty, our other coder, is in charge of the minigame coding, while i worked on the backend systems. We have so far worked on the core of the minigame which is almost finished mechanics wise, next step will be polishing, juice and testing.
As for main systems, i have worked on the core of the rest of the game, such as:-Dialogue system, which has capabilities for options or triggering events, where characters are stored in an asset format easy to modify.
-Event system, pretty much every object on the game can trigger events, events can change the game in whatever way we wish using choke points, such as enter, stay and leave, for code to play when needed. This system can play sound, animation, start quests, give or take items, start dialogues, basically its the backbone, each event is a new event asset, and each asset derives from the class, which can be extended for any new event code, without requiring any re-work.
-Inventory system, a basic system to carry items useful for interactions and quests thats abstracted so it can be reused on anything.
-Crafting system, a simple crafting by recipe, where recipes are assets, they require item assets and will give a result.
-Interactables, the main way for the player to modify the game is through interactables, these can be anything from a character, to doors, or anything that needs or can trigger an event, these are gameobjects that can call an event on the stage required.
-Serialization, saving and loading the game is pretty much a must, so i ported an universal C# saving-loading system i had made which includes security measures and its abstract, which means it can save and load any data with 1 line of code, making easy to add features to the game without really worrying about serialization.
-Popup system, a minor simple system to show messages to the player, which can be used anywhere.
-Quest system, one of the main features is the quest system, each quest is composed of quest requirements, and they can be updated by events on the game, making assembly of quests fast and easy by just making new quest requirement assets!.
Showcase: https://files.catbox.moe/7g733c.mp4
Showcase: https://files.catbox.moe/l6bhpq.mp4
These are basic Showcases of the systems in work without the final graphics, just a basic test of the features at work, IT WILL LOOK BETTER SOON!
In the next post ill be talking about the minigame and its progress from Liberty’s coding, thanks for reading and i hope it isnt too heavy!
Thank everyone for joining us on the making of Short Night!
Cheers,Stack Studio.