New Layout and a lot of rework!


So the past few days has been ripping out the guts and reworking the systems from their initial 'prototype spaghetti code' to more expandable and feature ready functions/classes/resources.

While there really aren't any changes to the actual gameplay, there's been a ton of backend work with some unseen features now working in the backend.


Save System

While there was technically a save system it was extremely basic and failed to do many checks and functions. So with the new save update it can now:

  • Check if there is a game version in the save file (before this update there was not).
  • If no save version or 'safe' load version is out of date, don't load save file and overwrite it with a new game (or create one if it doesn't exist)
  • If the update is backward compatible with the save ('Safe version") the save file will still load and update it's version to match the games.


Mind Control rework

Mind control (Or controlling creatures for life essence) was a mess of functionality for quick prototyping. Now it has been completely reworked to dynamically add creatures by simply using a resource instead of having to update entire sections of code. Everything automatically connects and allows for seamless updates.

Story/Dialogue rework

You don't want to even see the mess that this system was before the change. I just wanted to make sure story elements worked correctly and made enough impact before writing out a system for them. Now, instead of being interwoven between other code with random data checks to make sure we're at the correct output, one file contains the logic for them and a quick call to the desired dialogue will fetch it!

Notification System

I would love to tell you I have a nice, clean and super functional notification system. Well, this one is the newest edition and so it's a prototype glue-up like all the systems before it. BUT, the nice news is that you get notifications now... Even if it can only be one at a time... And if a second triggers it will just overwrite the first... Yikes... I need to fix that! - Luckily it shouldn't be possible to trigger two at once right now since their progression is several minutes of play time apart. 

NEW LAYOUT!

This one is exciting and really annoying at the same time. - I'm really not good with making layouts in Godot and I have to admit, I settled for 'good enough' for now. I mean, it is just a prototype after all... That being said, it's exciting for the possibilities of what come with it. By freeing up space I can implement some really fun and exciting things in the new spaces. They'll remain a secret for now and it may take some time before I fully implement them, but I just want to get ahead to make the space for them now before I add too much and it becomes a hellish job to rearrange the layout and make sure everything still fits!


Conclusion

There's been a LOT of backend work. And I couldn't have done this without the amazing Godot community (There are super nice and helpful people all over with this engine!) I'm still very new to this engine and code so having them around really gives me the drive to keep going! Thank you, Godot community!

Files

Isekai Reboot.zip Play in browser
33 days ago

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