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Oh this looks pretty good so far, is the electrical circuit system thing for planning out how the plot and choices will work, or is it smth else?

(+1)

It's primarily for controlling how your choices in regards to one object in the game world affect other objects in the game world, that might additionally be located elsewhere than the player character. However, as an additional benefit, it allows NPCs to also interact with these map-spanning constructions in a similar way.

A simple example here is that if you do something in location A which causes a short circuit, this will effect a fuse box in location B causing it to blow and burn a fuse, which then causes the lights in location C to turn off. 

Without a system that controls this, each of these objects requires adhoc coding which will handle all of the above. Essentially, this kind of interaction is hard to efficiently define if we have to do it individually for every map. However, with a system, each part can be responsible for its own behaviour and the system manages communication between the elements.