Posted January 14, 2021 by s4b3r6
#engine
Well, it seems that the rewrite from the original hack-y prototype to the newer architecture had a few drawbacks and flaws that got in the way of actually writing the game.
Namely, that tracking the flow of the story was becoming difficult, and game-state management was an awful thing.
So, I've taken a step backwards and re-implemented it a lot more generically. Now, the engine only requires the heavy lifting for saving/loading and moving around the game. Interpolation, CSS and so on are now bring-your-own (i.e. not handled).
Whilst this does mean I needed to rewrite the parts of the game I'd already written, it opens it up to be easier to state-manage.
And that step is out of the way. We can get back to the important part: Writing a compelling narrative.