RPG Development Log #4
I’ve been meaning to write this blog post for a while! Looking back at the commit history, this was done nearly a month ago! As mentioned last time, the plan was to work on adding choice selection to the user. And that’s exactly what happened! Choice Menu At first glance the choice system seemed like something that should be an extension of the messaging system. “All” that would require would be adding a few parameters to the current interfaces, adding some new display code, and adding new logic to handle user input.
RPG Development Log #3
I thought this blog post would be about the creating the plot placing menu but turns out there was a decent amount of work to on the messaging system before I could even get started! Before Before going down the route of refactoring, the test NPC had display dialogue code that looked something like this: public override Task Interact(ICharacter initiator) { return MessageDisplayManager.Display(new[] { "Hi, I can talk.", "Here's some more text.
RPG Development Log #2
Time for another dev log! This week there was a mix of refactoring / new functionality. Refactoring The logic that was handling player input specifically checked if a message box was open before continuing. This works out well for a small number of input handlers, but doesn’t scale so well when there are a large number of different flows that need to respond to player input (e.g. a menu, a choice selection screen for dialogue).
RPG Development Log #1
I’ve been working on a game off and on for the last couple of months, and I figured I might as well start writing about my efforts in order to keep a history of how it progresses! The Concept One of the games that always stood out to me when I was younger was Final Fantasy Crystal Chronicles: My Life as a King. The core game loop involved not adventuring yourself, but rather creating a town that would be optimized for the npc adventurer’s that lived there.