Posted December 10, 2025 by Vicance1
#Roguelike #card
It has been a while since the last developer log.
As a solo developer, I handle programming, art, writing, system design, and a lot of rework and iteration, so progress can look slow from the outside.
But the game has never stopped development, and recently I focused on rebuilding one of the most important systems:
The quest and world event system.
League of Transmigrators is not a linear RPG.
It contains loop-based progression, meaningful choices, and a lightly open structure.
The early quest system used a traditional “scripted trigger” design:
each quest had its own trigger, conditions, and event script.
This created several issues:
Once players learn the flow, each loop feels similar
Adding new events requires touching multiple files—bug-prone
Quests rarely interact with each other
The world lacks “its own life,” waiting for the player to act
To support long-term replayability and meaningful exploration, I decided to:
Rebuild the system from the foundation.
The new quest/event system has three layers, forming a more flexible, extensible, and data-driven framework.
The world is no longer static.
Certain processes advance over time, such as:
Characters whose states may change as turns pass
Locations that shift based on pollution or world conditions
World progressions that continue even if the player isn’t present
This makes the world feel more like a living simulation rather than something waiting for the player to trigger it.
When the player arrives at a location, takes an action, or reaches a specific time,
the system selects the most suitable event for the current world state.
Benefits:
Same place, different timing → different outcomes
Unified event logic → no more duplicating scripts
Easy to expand → add data, not code
I’m not promising multi-loop memory transformations yet, but the system is already much more flexible and reactive.
A universal system evaluates whether an event is allowed to trigger, based on:
Current world state
Player’s quest progression
Whether certain flags/markers are set
Location, turn number
Randomness for variation
These conditions are fully structured and removed from individual scripts.
Advantages:
Far less repeated code
Lower bug risk
Natural interaction between quests
Easy and safe event expansion
Even without promising huge multi-loop adaptive systems yet,
the upgrade already brings noticeable improvements:
The world isn’t frozen; things may happen without the player
Quests no longer feel strictly linear
Randomness mixed with logic makes worlds more varied
More replay-friendly for both new and experienced players
A major theme of League of Transmigrators is:
Worldlines, cycles, and the cost of choice.
If the world plays out identically every loop,
then the idea of “transmigration” loses meaning—
and the player’s choices stop mattering.
My goal is:
“The same world, but not necessarily the same fate.”
The three-layer system is the foundation that makes this possible.
Add more condition-based event variations
Improve the tavern rumor system
Expand event pools in key areas
Improve debugging tools for testing events
Continue enriching the first world’s main and side routes
As a solo dev, updates can sometimes be delayed due to art, system refactors, or bug fixing—but development has never stopped.
If you enjoy:
Light open worlds
Choice-driven stories
Multi-run gameplay
Roguelike elements
Worlds with their own life
The upgraded event system will be one of the core charms of this game.