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(1 edit)

Basically with 2 I was thinking of how the bugs I see with this game tend to be typos, or maybe even copy/pasting code and forgetting to change a word to fit the required thing. The status menu disappearing bug is something I've seen multiple times across different versions, and I was just thinking to myself that if you have a function or script to automate things like that you would only need to write new code instead of repeating the same lines over and over. I remember once hearing that the game Earthbound is a mess to romhack because all the dialogue text has to include variables to make it work, like always needing to specify the speed for instance. That for me is like as if I had to write directly in html code when writing stories instead of just hitting ctrl + I or B or whatever in Libre Office for text styling. Though, not knowing Python, for all I know you might be unable to implement such systems because of engine limitations.


As for 3, if you have plans that need the attitude system then I get it. I just thought the perk system was easier to use, easier to keep track of, and was more flexible. And I liked how perks have text accompanying them to give both flavor and information. I love flavor and information. I always read lorebooks and monster lists in RPGs, and I will always prefer transparency in games (unless mystery is the point of the excercise). For instance, the game Risk of Rain 2 has vague tooltips when you pick up a new item, so years ago I made a text mod for my own use that replaces the old tooltips with ones that say exactly what each item does when you pick it up (like giving the exact stats for gasoline's burn radius and damage instead of just saying that if you kill an enemy, ones near it burst into flames).

Ooooh i see! yeah the main reason why the action/influence screen has to be toggled in the event itself is because some events ask you to spend influence or actions while others don't