15 June 2024

Refactoring Dialogue after taking a short break

Hello! Here I am again with another update on my game!

I've been juggling a QA gig and other commitments, but even a short break from my project has led to some valuable insights. One significant area that caught my attention was the structure of my dialogue system.

Initially, my DialogueSystem was doing a bit too much. It wasn't just managing the presentation of dialogue; it also included flags that determined things like whether a scene should change or if a reward should be given to the player. This approach made the DialogueSystem feel bloated and less focused on its core purpose.

To improve this, I decided to refactor the system by leveraging DialogueObjects more effectively. These ScriptableObjects were already holding the dialogue content itself, so it made sense to move the responsibility of these flags directly into them.

Here's why this move was beneficial:

  • Clearer Separation of Concerns: Each DialogueObject now encapsulates all the information relevant to a specific conversation. This includes not only the dialogue lines but also the associated flags for scene changes, rewards, and any other special effects. This makes it easier to manage and understand each piece of dialogue as a self-contained unit.

  • More Flexible Dialogue Design: With the flags living in the DialogueObjects, I have much greater flexibility when crafting dialogue interactions. Each conversation can have its own unique set of consequences, making the game more dynamic and engaging.

  • Streamlined DialogueSystem: The DialogueSystem itself is now slimmer and more focused on its core functionality – displaying the dialogue text, handling player choices, and interacting with the DialogueObjects.

In the coming days, I'll be diving deep into crafting the narrative and fleshing out the world my characters inhabit. Dialogue plays a pivotal role in RPGs, shaping the player's experience and immersing them in the story. I want to create engaging conversations that not only drive the plot forward but also reveal the personalities and motivations of each character.

The next step is to bring my world to life visually using tilemaps. While I'm not an artist myself, I'm fortunate to have acquired fantastic assets from Limezu, which grant me commercial rights with proper credit. These assets will be instrumental in creating detailed and immersive environments for the player to explore. I'm excited to get started, but I know this will be a more time-consuming process.  Building a vibrant world takes time and careful consideration, but I'm committed to creating an environment that feels rich and alive.

I'm excited to share my progress with you all as I continue to develop Project Delta, we'll meet again soon!



01 June 2024

June 1st folder Restructure update

Today I did some major, big, gigantic changes that will make my work way more efficient.


You see, due to my ADHD it appears that I make very impulsive decisions when creating folders, file names etc. While the latter has been fixed since I have found out the hard way how file name mismatch stuff works, Folders are usually the least of my worries when it comes to folder naming, unfortunately, Unity does see into this for me, crazy I know.


I took my time to simplify things, for example all scriptable objects are now in resources, their scripts for unity are stored into the Core folder named "scriptables", I literally cannot miss it, I literally do not have to navigate through each module if I'm in the explorer. I am so glad I had to do this today because now even with my Impulsivity during peak ADHD hours there will be less time where I am trying to find something.


When I say I refactored this folder structure, I mean it.



Map Progress

 Hello, WoW has been taking my free time for a bit. And now that this excuse is out of the way, I have some updates for the maps which I can...