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Sow what now...?

Sod & Steel
A downloadable game for Windows

This week on Sod & Steel, I found myself facing the challenge of organizing our game's key systems. We had exciting features like player stats, game state management, and cheat codes, but the implementations were starting to spread out into many scripts, creating a bit of confusion. Keeping things clear and organized was becoming tricky, and I realized quickly that a more centralized and grouped design would be needed..

If left unchecked, this scattered setup could have led to inconsistent behaviors and made our game harder to maintain and update. My goal was to ensure our systems remained user friendly and reliable and that as we quickly blocked out our code as learning devs, that it was straightforward where everything belonged and we were all doing it the same way. i didn't like hunting down code before doing work.

Blog Entry Part 2: Problem Solution

To address this, I stepped in to create two dedicated manager classes: the statComponent Manager and the Cheatcode Manager.  I like to think of these as hubs, giving everyone on the team clear and easy tools to manage critical and super important game features.

The  statComponent Manager now centrally handles health, stamina, and buffs, streamlining how we manage player stats across the project. Meanwhile, Cheatcode Manager provides an accessible spot for integrating cheat codes and debugging tools, simplifying testing and gameplay tuning.

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