I think you’re a bit hung up on the “existing base” part which i kind of kept short in description; the engine is actually just 7 days old and is a refactor from previous jam which has messier code.
When the jam started the engine ONLY have bullet and rudimentary stage sequence system, and rough dialogue system (still inefficient from old system). Healths, Lives, Continue, Scoring, Ending, Menu, Settings, etc didn’t exist at the time, with Scoring and Ending page being last minute addition in last 2 hours. Death is also added mid jam; previously there isn’t even dying.
The repetition also come from the fact I was refactoring the entire stage script system mid jam as well, if somehow code is dug each 3 section has entirely different scripting system, first using velocities, second using lerps, third using Tweening. So 90% of the complaint is more of a result of the fact I was still working on engine DURING the jam lol
I realize that it sound strange since some of the feature should be pretty fundamental and higher priority; this is because this refactor is more of a coding project side in terms of organizing game architecture so that it have long term maintainability and can be extended by other people for their purposes (it’s open source atm, or planned to), so the focus was put higher on architecture heavy side such as Scripting and Dialogue event sequencing. Theoretically if eventually I had to make custom mechanic like Shoot the Bullet for example it should be very easy to modify, etc.
(also I think you meant to comment in the jam page not here lol)



