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Hi. Thanks for commenting! My game is different type of story and point of view. If you are curious, I posted this on my blog:

http://www.beautifulfantasy.art/2025/05/the-views-on-romance-behind-my-game.html...

But yes, I am structuring it in what I call chapters, that are not lineal. Depending on what you do and how the different factors go, other chapters may happen. 

I already created the classes for that, but I am going to implement first simple quests and stories triggered by location and relationship. 

On your game, you may do something similar. As I see yours is dependent of many npcs, maybe having them as a class is good if they can do things when the main character is not there. Or if they react very much to what he does, or the same npc appears in different moments. 

For now I am basing it on events and the relationship of the characters and it's milestones. There are some chapters that will depend on that and others on random procedural things so they vary. Also I will add some npc but probably your classes need more detail that mine. 

I am using c#. Unity is used for UI only. The rest are my custom classes. 

I don't want to share the precise implementation I am using, but I like to discuss with other devs on an abstract sense. I think we may inspire each other although our type of game is different. You can email me if you want.