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Thanks for the feedback Nate! I've been thinking about adding a "trigger" system that would let you change variable values after walking on a space or talking to a sprite. They could also be used to change tiles or move sprites. Would something like that do what you need? (I'm still thinking about how to make it user friendly.)

A trigger system would work well, and changing tiles or moving sprites would make it all the more dynamic.

Any model in which values are affected by actions can be used to add more game elements.

Keeping it relatively simple will keep it accessible.

Your game creator got me thinking that in most games -

Some characters / creatures (sprites) are helpful or harmful and this is the same with locations (tiles).

The ability to hold objects enables quests, specialized encounters, and reward the player - objects can be a quest item, a weapon, a power-up, or a mcguffin (a hidden object that indicates a condition test)

If tiles, objects and NPCs can change based on objects, stats or encounters you have a story.

So, I tried to boil this down to the smallest amount of data and tests to be able to implement such a game without getting the creator to do any programming.

Player data -

  • stat1-3
  • objects1-3 held

Tile data (none or ...) -

  • impacts stat# by #
  • if player has x Tile changes to y

Object data -

  • Impacts stat# by #
  • Carryable? Invisible?

Sprite data -

  • Impacts stat# by #
  • Gives x object to player
  • Receives y object from player
  • If player has x changes to z
Alternatively if all of this is extensible with a simple sets of conditions that would work too.

This is really well thought out! Thanks for taking the time to post this. This will definitely help me when I work on adding more interactivity. :)

If some of the user friendliness has to be sacrificed to make some of these elements work, can I suggest giving Bitsy two different modes? Essentially a "basic" and "advanced" mode, having a few more tools to play around with would be great, but splitting them up in this kind of way would just mean new users wouldn't get overwhelmed by the number or complexity of the tools. 


Yeah, that might become necessary eventually. For now I'm hopeful I can avoid modes by adding functionality via new tool windows - that way new users can add tools as they need them. One thing I'm considering is preset "workspaces" that open a set of related tools automatically.