/gen/ - General

A board for generic day to day discussions on a variety of topics, including blogposting. No NSFW content allowed.

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/bgg/ – Bharatchanners' Game Dev General

totally not motivanon

!lmOJk15ILR6OW/a

IN

FtAz4Q

No.1325

"Desi horror game when? Now."

We’re starting a game project based on Indian themes and aesthetics. Join in if you’re into pixel art, 3D, gamedev, or just vibing with the ideas.

Current Concepts

Two directions being explored:

> JRPG-style game

> Pixel art, desi town setting (temples, schools, markets)

> Dialogue-driven with urban legends and boss fights

> Enemies based on folk horror (Bhootni, Pishāch, Karna Pishāchini)

Or

> First-Person Psychological Horror (like PT)

> You're stuck in a loop that subtly changes

> Haunted house, whispering walls, lights flickering

> Escape by breaking rituals and uncovering family secrets

Themes

> Indian horror that’s more unsettling than jumpscare

> Mirror Bhootni that won’t leave

> Pishāch that mimics loved ones

> Karna Pishāchini offering power for a price

> Ancestral curses and haunted surnames

> Fear rooted in belief, superstition, and memory

>Time loops

>Rapist bhootni

Anons that showed some interest

> Pixel art anon

> Motivanon

> Tamil flag anon

> 3D bros and writefags

> Idea guys

Wanna Help?

> Got creepy ideas? Post them.

> Can draw or write? Let’s go.

> Know Unity or Godot? Even better.

> Just wanna vibe and throw inputs? Welcome.

ARYA

Khx3GN

No.1326

>>1325(OP)

creating such a huge game is pretty difficult specially if someone starting out

my advice would be start small

just try to make without any game engine

and just open gl can teach a lot

ARYA

ncrCHj

No.1327

>>1326

Anaans mentioned that the 3D game is easier, maybe that?

We shouldn't languish in one spot for too long, best to keep moving

Anonymous

TN

iLHdQU

No.1328

Post WIPs here. If we had more people posting then it would be more productive.

Duck

IN

tcs/ql

No.1343

>>1335

Anonymous

IN

N1oEoJ

No.1344

>>1325(OP)

i would suggest instead of trying to appeal to "desis", it could have desi elements but the target audience should be american gamers. those are the only people that can appreciate something good, instead of chimping out at the mention of their religion.

>>1327

i think 3D will be a lot more difficult, if we are actually trying to make something with a good story.

i personally would recommend something like FAITH: THE UNHOLY TRINITY. it's a story based horror game, mechanics like Undertale, and it was MASSIVELY successful. check it out, it can give you some good ideas. it's story is amazing. i never played the game myself, but it watched Markiplier's walkthrough of it. it's amazing.

https://www.youtube.com/watch?v=pytxVmipOrw[embed]

Anonymous

IN

lAOT0k

No.1345

>>1325(OP)

hey, newanan here with some open source experience

make an irc/matrix channel and communicate there because things will get lost here quickly

coders are your first priority. ideas come quickly, implementing them takes a lot of time

create/get someone to create a new github account as well as a repo for this game

allow only trusted people to have access to this account

why github

> newanans have a low barrier of contribution

> new github account keeps it anonymous

how will anans contribute

> github pull requests

> patches through email/irc/matrix for anonymous contributions

ARYA

ncrCHj

No.1346

>>1344

>desi elements but appeal to westoids

fair enough, because I am yet to see a good "RPG with Indian characteristics"; all of the ones made so far die in development or are (to put it lightly) fag shit

>just copy this game

no innovation habbens in lundia

Anonymous

ROJR

1ArWUe

No.1347

>>1325(OP)

That thumbnail is absolute kino sirs. You made it or AI slop?

ARYA

ncrCHj

No.1348

>>1347

reeks of AIslop. It's gotten much better, but the pixels aren't even and some of the tells are still there

Anonymous

ROJR

1ArWUe

No.1349

>>1348

okay yeah it is AIslop, though not bad. I was mostly judging based on thumbnail.

ARYA

ncrCHj

No.1350

yaar, let's lock down a core mechanic by the end of this week, so we can move on to actually making the game

so far we have

>puzzle game

>>arrange items to cast spells, use these to solve puzzles, limited time before bhootni rapes you

>>loop that changes subtly, break the loop to escape

>FPS

>RPG

>>JRPG

when development starts we'll also get an idea of how many are willing to contribute

>>1349

>though not bad

trve, it used to be a lot worse, even recently. If you constrained it to a proper grid somehow, it might actually pass.

totally not motivanon

!lmOJk15ILR6OW/a

IN

F8jTJF

No.1351

>>1326

I have a basic top down game already written, following some YouTube tutorials, working out on basic functionality now.

>>1327

I'd have said the same a few years ago.

Good luck to anybody trying.

I am going without a game engine.

>>1328

I'll post some pics and videos soon.

>>1335

Yaar Arman Ali

>>1344

Well, good ideas.

I'm not appealing to anybody. I just want to do something fun with ananas friends.

>Undertale

I like that.

I'll check out Faith: The Unholy Trinity

>>1345

>new github account

We can but well

I'm afraid of what they did with sulli bulli deals app.

I'll think about this again after implementing more stuff.

>>1347

AI slop

>>1348

>>1349

Even the main post was 50% written by ChatGPT.

I asked it to summarise it in this format.

>>1350

I'll list the features I have done so far off the top of my head.

>Grid based maps

>Two layered maps

>Grid based 4 directional movement (thank you Pizza legends guy)

>NPCs

>Set idle behaviour for NPCs (eg: walk around, march, stand, turn)

>Basic event system for cut scenes

>Pokemon style old JRPG esque dialogue

>Dialogue with choice

>Custom variables and flags to trigger NPCs

>Jumping and marching emotes for NPCs

>Utility functions for spawning, deleting, moving, etc.

>Helper functions for NPC behaviour, UI, item behaviour etc.

>Can change maps

WIP:

>Inventory + Item system

A whole project by itself tbh.

>Party system

Had many issues, another project in itself.

Might drop it for a while after fixing some bugs.

To do:

>Display custom image in cutscene

>Remove the said image

>Add option to show names of NPC?

>Add NPC portrait?

>Fix bugs in cutscenes triggered by inventory/item systems

>Animated objects in scene that aren't NPCs (such as aquarium, TV screen, etc)

>Bubble emotes

Planned:

>Pathfinding system for NPC AI

>Goal based NPC behaviour?

>Basic state machine behaviour?

>User friendly editor for maps, NPC and cutscenes

!lmOJk15ILR6OW/a

RJ

UUF2JX

No.1353

>>1352

Yaar Mustali Hakim

>>1351

forgot one very important thing:

save system

I have not added it and written code as if save system doesn't exit. I will have to refactor everything to enable saving and loading later.

!lmOJk15ILR6OW/a

RJ

UUF2JX

No.1354

Tried to lazily "fix" the OP image if anybody cares.

ARYA

ncrCHj

No.1355

>>1351

oooo, based. doubted anyone was actually doing anything.

How are you on the art front? Here are the tiles I used for in the last thread, all 24x24.

If you need more, just let me know. I'll try my best

ARYA

ncrCHj

No.1356

>>1355

example use case, consider it free use to all anons. they were only rough but it may help

!lmOJk15ILR6OW/a

RJ

UUF2JX

No.1361

>>1356

>>1355

That's pretty good anon.

I would tone down on the contrast of those assets though.

imo, only characters should have high contrast, and things such as floor tiles should be low contrast and stand out from the character.

Right now I am on 16x16 because the tutorial I was using was developing using this style.

I will have to refactor and write code to use other tile sizes.

I haven't made any art assets so far.

Just mechanics using assets from the tutorial.

This is the one I was using btw:

(Stopped after combat because I got bored, although I should continue from other parts)

https://www.youtube.com/playlist?list=PLcjhmZ8oLT0r9dSiIK6RB_PuBWlG1KSq_

tbh, I have not found a better tutorial for this type of game using what I know (Vanilla Javascript)

ARYA

ncrCHj

No.1363

>>1361

>tone down on the contrast

My palettes are mostly bright, cheerful colours; it's how I usually draw. What you say makes sense, though. I'll look into toning them down. Might be a good idea to reduce the colour count as well.

>16x16

Fair enough. Powers of two are standard. But 24x is a real sweet spot in terms of detail vs. time investment.

>refactor code

I hope it's just changing constants and not a big issue?

>haven't made art assets

I was expecting AI genned assets, kek.

Tutorial link 404s. Can you repost it?

ARYA

ncrCHj

No.1364

>>1363

nevermind, it didn't pick up the _ at the end

!lmOJk15ILR6OW/a

RJ

UUF2JX

No.1365

>>1363

>Can you repost it?

Manually copy it

https://www.youtube.com/playlist?list=PLcjhmZ8oLT0r9dSiIK6RB_PuBWlG1KSq_

I agree that 24px is a good sweet spot.

>Refactor

It's a big issue because there are many magic numbers such as 16, and 8 and -16 everywhere that I need to account for.

!lmOJk15ILR6OW/a

RJ

UUF2JX

No.1366

>>1351

Update:

>Inventory + Item system

Basic functionality achieved. Looking good.

>Party system

Achieved basic functionality, can have an NPC follow you.

>Introduced and Fixed so many bugs

Also done:

>Display custom image in cutscene

>Remove the said image

To do next update:

>Non-NPC animated Game objects

- Eg: Fish in aquarium, or TV screen

>Dialogue box

- Add option to show name

- Add optinoal portrait

To do later:

>NPC interactions

-Bubble emotes

-Pathfinding AI

To do later later:

>Party system

- Expand

- GUI

- Changing order

- A screen to select or dismiss followers

- Talk with followers etc.

>Quality of life

-SAVE SYSTEM

-Save and load games

To do later later later:

>Quality of life

-User friendly editor for maps

-Edit custom NPC

-Cutscene editor

-AI Agent to help make games faster with this system

>NPC interactions

-Daily routines

-Goals and priorities (Eg: Go eat, take a shit, talk with x, kill goblin)

-AI State machine? Perhaps not?

I will be busy these two weeks I guess. I need to finish something.

Might drop in screenshots or video in some 3 to 7 days once I have good assets and some good gameplay or story to show.

!lmOJk15ILR6OW/a

RJ

UUF2JX

No.1386

Added touch controls for mobile.

Still using Drew Conley's assets.

ARYA

ncrCHj

No.1387

>>1386

>Still using Drew Conley's assets

fear not anon. Here is a redraw of the first map.

considering some other tile designs.

let me know if it interests you

ARYA

ncrCHj

No.1391

alternate tile pattern

!lmOJk15ILR6OW/a

RJ

UUF2JX

No.1392

>>1387

>>1391

These are better

Need to test with actual characters before I actually say anything though.

Usually making a whole scene and then breaking it into individual tiles works better for me.

>>1366

Working on dialogbox now. Then custom animated objects I guess.

Then I will make a personal project with what I have put together so far.

We need story ideas.

ARYA

ncrCHj

No.1393

>>1392

got it. I'll continue tomorrow if you like - probably draw a character or two for a better demo.

they're also 24x, and the number of tiles isn't exactly the same - the original has 2 extra pixels at the sides and bottom.

ARYA

ncrCHj

No.1394

>>1392

>story ideas

not good at this kind of thing

story will have a big impact on the art, might have to redraw

ErectionMan

ROJR

dKFmi2

No.1395

>>1386

Looks good

I can draw and model but need to learn coding

I guess its finally time i should, i wanted to make a mech turnbased tactic game similar to front mission1-2

ARYA

ncrCHj

No.1418

>>1395

I remember you from the /gen/ art thread. Look forward to your game progress too sirs

this is turning into a gamedev general, kek

Anonymous

TN

lOv9nb

No.1423

>>1395

This is incredible work... you're definitely the artist if bhachanners make a game together

!lmOJk15ILR6OW/a

RJ

UUF2JX

No.1507

>>1366

>>1386

>>1392

Added previously but forgot to mention:

>Run events parallel to each other/at the same time, specify by group

2025-04-24/25

>Dialogue box

- Add option to show name

- Add optional portrait

>Decoupled tile size etc from render code

>added virtual d-pad and buttons for mobile players

2025-04-26

>Drew a house interior

2025-04-27

>Drew some of the neighborhood outside

>Added some helper functions and events to make scripting easier

2025-04-28

>Working on other buildings and other assets I will need for my personal project.

>Added option to change color of text and background of dialog box.

-------

To do next update (Planned Mid May):

>Non-NPC animated Game objects

- Eg: Fish in aquarium, or TV screen

To do later:

>Quality of life

-SAVE SYSTEM

-Save and load games

>NPC interactions

-Bubble emotes

-Pathfinding AI

-- Use Pathfinding to fix any janky follower issues, eg, if a follower gets left behind, they use pathfinding system to get back in line

-------

>>1394

Well, yeah

Still, need some kind of rough story to proceed ahead.

There are many good asset packs on itch . io we can use to prototype

>>1395

I remember you from the old art threads before the purge. Glad to see you're doing well.

>mech turnbased tactic game

I can see it in your art style.

ARYA

jF1mJP

No.1511

>>1507

whats the combat gonna be like?

!lmOJk15ILR6OW/a

RJ

UUF2JX

No.1512

>>1511

No combat as of now.

Need story first.

I have these ideas

No combat entirely

>No combat

>Run around, avoid getting reepu

Action RPG?

>Like old Legend of Zelda games

>Get clsoe to hit

Turn based- normal

>Turn based, select skill from menu, attack

>Like pokemon

Turn based- Funger

>Every fight is a boss fight

>Aim towards organs to attack

>Avoid getting attacked to avoid cripple

Turn based- Gimmicky

>Turn based, but there are skills such as randomise the other person's skills

>Steal their skill

>The enemy can steal one of your skills or buttons

>Mess up with you on a meta level

Puzzles and minigames

>Kind of like puzzle pirates

>Each combat encounter is a minigame you have to win against

No combat altogether

>Entire focus would be on puzzles

Personal choice tbh. I don't want to spend months testing combat. I have to prepare to leave this country too.

Anonymous

IN

9jXltd

No.1513

>>1512

are you making it in js? cool stuff anyway, i am not good at anything right now but maybe in 6months or a year, i would be able to contribute.

Anonymous

IN

9jXltd

No.1514

>>1512

>Personal choice tbh. I don't want to spend months testing combat. I have to prepare to leave this country too.

MS?

!lmOJk15ILR6OW/a

RJ

UUF2JX

No.1520

>>1513

Yes, entirely in vanilla JS with no framework or library or such. Don't worry, do your best.

>>1514

Microsoft ? No idea what you mean.

Anonymous

IN

9jXltd

No.1521

>>1520

i meant, are you pursuing masters in foreign or something?

ARYA

jF1mJP

No.1523

>>1512

>action rpg

LOZ style would be KINO, imagine jaggu uses his tail to attack.

>no combat

try emulating metal gear stealth, let jaggu use his tail to swipe/grab items from npcs or knock down items off shelves or knock items(torches) from the hands of enemies etc.

>microsoft

he means masters yaara

!lmOJk15ILR6OW/a

RJ

UUF2JX

No.1525

>>1521

MBA

I made myself suffer for a while to get GMAT, JLPT and IELTS.

GMAT score was mid but managed somehow.

>Why

Career would hit a dead end because of how pajeet and Japanese companies work. Unless I get an MBA to start again.

>>1523

You seem to really like the idea of Jaggu slapping with his "tail" huh

Anonymous

TN

dErLvB

No.1579

>>1507

This looks so clean and perfect, good job, bhachanner

!lmOJk15ILR6OW/a

RJ

UUF2JX

No.1600

>>1507

2025-04-29

>Worked on assets for personal project, finished town

2025-04-30

>Worked on assets for personal project, made a temple and museum

2025-05-01

>Low progress, made a bakery interior

2025-05-02

>Testing out map

>Extended map changing to transfer to particular tiles on map

>Debugging and fixes

>Made some debugging function, might copy to map maker later

Might add more events and NPCs for personal project. Running on a deadline.

>>1579

Thanks.

>All that effort just tobbe called a bhachanner

Haggu Reincarnated

UP

7fcKs1

No.1601

>>1600

Don't you have a wagie job?

How do u get time for all of this

!lmOJk15ILR6OW/a

RJ

UUF2JX

No.1602

>>1601

I work like 1 to 3 hours a day on this.

Mostly drawing while listening to podcasts

Manual coding and debugging during more focused hours

Vibe coding in between work if there isn't much work going on or if I am in some meeting meeting that is not relevant to me.

It's kind of like you find time to go check bhch or social apps.

I have a massive todo list I keep making and updating to review specific lines or make specific changes quicker.

I also have a ChatGPT project with 20 files uploaded to track where I am at and do vibe coding or make suggestions quicker.

Anonymous

IN

zMAC7L

No.1603

>>1602

Do you have chat gpt pro subscription?

!lmOJk15ILR6OW/a

RJ

UUF2JX

No.1606

>>1600

2025-05-03

Working on script for personal project

>Add follower via event

>Remove follower via event

Need to do the same for NPC now.

+Testing out A* pathfinding to implement as NPC behaviour in state machine. Vidrel.

There is output for four directions that can be used as is in top-down. And a system to track coordinates and recalculate path.

>>1603

Yes, about $21 USD a month.

It pays for itself at minimum.

I'll have to think of ways to make more money soon though.

ARYA

Khx3GN

No.1607

>>1606

what about claude?

its cheaper than ChatGpt 16$ something per month

Anonymous

IN

V7x4Jp

No.1608

>>1607

claude is too bad for anything, deepseek r1 mogs it when it is working.

ARYA

Khx3GN

No.1609

>>1608

why? in benchmarks test its shown that claude is better for coding

I also personally think chat gpt it better

!lmOJk15ILR6OW/a

RJ

UUF2JX

No.1611

>>1606

This took forever to convert to the game. Ah.

Thankfully today is a Saturday and tomorrow is Sunday. I would be dead tired with work.

Had to refactor the whole thing to accept a different type of queued task that is different from NPC behaviour loops or cutscene.

But now I have a functioning pathfinding system. Finally.

Vidrel is my magnum opus. I haven't made anything more complicated in my professional life before this.

>>1607

Claude has a very low limit, so it's basically unusable when I have some large files I want to review all at the same time.

>>1608

>deepseek r1

I think claude is better. Deepseek is on par, but again, limited in input length.

Anonymous

IN

NZTrIk

No.1615

>>1611

What resources are u using for game development

!lmOJk15ILR6OW/a

RJ

UUF2JX

No.1616

>>1615

Coding:

Notepad++ tbh

Vibe coding with ChatGPT for implementing small features and helping me pinpoint and fix bugs and glitches.

Tech:

Just vanilla JS and HTML

Art:

Pirated photoshop for pixel art

Compiled aseprite but not using it much

Art inspiration:

Pinterest, or have ChatGPT generate something and I'll draw it on my own.

Running the game:

Localhost server with XAMPP

That's it.

Not even using a game engine because I don't want to wait for several hours just to stare at unreal or unity screens or spend time learning Godot.

!lmOJk15ILR6OW/a

RJ

UUF2JX

No.1617

I have a feeling that this thread won't get much traction even if I finish the game. kek

Unless I add half ir fully naked Pajeetas in it, or something. Maybe it's too late for games like this.

Nevertheless, I will keep adding and polishing the engine.

I have 3 personal projects planned atm, until I get more ideas for story or somebody wants to contribute.

ARYA

ncrCHj

No.1623

>>1617

sirs the only thing I can contribute is art

zarurat padi post kar lena

!lmOJk15ILR6OW/a

RJ

UUF2JX

No.1629

>>1623

Thank you pixel jaggu sir

>>1617

Made some minor changes to pathfinding system. Added more utils to check distance and such.

Will continue adding features in a few days.

Anonymous

ARYA

ptWeIn

No.1630

>>1629

Why not use something like openGL instead of using javascript

Anonymous

IN

tiBFnm

No.1631

>>1617

how will you sell this game?

!lmOJk15ILR6OW/a

RJ

UUF2JX

No.1632

>>1630

Because I don't know open GL beyond drawing squares, and last time I wrote C/C++ was 10 years ago when I was 18.

>>1631

I don't think I will be selling anything with Jaggu bandar with doxxable information.

But you just MIGHT see something similar pop up some day on itch.io or steam and you can wonder if that's me.

Anonymous

IN

tiBFnm

No.1633

>>1632

how will someone be able to play it?

!lmOJk15ILR6OW/a

RJ

UUF2JX

No.1634

>>1633

Either a website/web page on desktop or phone.

Or phone app

Or windows app

Or linux app or whatever

Can be anything that can run a modern browser really.

!lmOJk15ILR6OW/a

RJ

UUF2JX

No.1638

Im cooked trying to finish this.

The nice part is that I can give coordinates to ChatGPT and it can give me the JSON data based on the script.

Anonymous

ARYA

0YOCIn

No.1639

>>1325(OP)

Game Dev General? An actually game Dev General, that too about desi horror rpg, what a great time to live in.

Anonymous

ARYA

0YOCIn

No.1640

>>1344

>FAITH: THE UNHOLY TRINITY

Lot more where that came from, Yomawari for example does a great job integrating regional dieties and horror into the game.

Anonymous

ARYA

0YOCIn

No.1641

>>1356

Love the asthetic really, but a darker setting invokes the sense of helplessness within players, it is a time tested strategy, in my experience as a game tester. If you play with colors in a manner where certain rooms and maps are darker shade of browns and blues, it makes players uneasy and elevates horror.

Bonus points if you animated the light in a way it is not just sitting still, flickering light like electric that doesn't seem stable, or flickering flame of a candle that may go out, a shadow of mc moving all keeps players on toes anon.

Anonymous

ARYA

0YOCIn

No.1642

>>1634

Are you planning to base the game on a particular OS, and then port it to others or are you structuring the code arround an emulator that can be installed in different platforms anon?

!lmOJk15ILR6OW/a

RJ

UUF2JX

No.1643

>>1639

Yes. Working through the pain of it to finish something rn. No horror elements or mechanics added. Just making things out of my own convenience now.

>>1640

Both very kino games

Need to watch more content on them I guess.

>>1642

It's literally HTML canvas and JavaScript.

The web browser is my OS.

There are several programs that work around this and can ship the website as phone app or a normal exe etc.

!lmOJk15ILR6OW/a

RJ

UUF2JX

No.1666

>>1392

>>1507

OKay so let's see...

started on 2025-02-25

>>1611

Today is 2025-05-07/08

So it took me about 13 days to finish this personal project?

What is it?

Well, just a game for my potatojeeta's birthday.

Might as well have been an essay with some images, but I wanted to test out how this would work, and her reaction to this (She has never played games).

This was incredibly painful to finish and my head hurts and I cannot even show it to anybody else. Ah.

>2025-05-07/08

Lessons learnt:

>Make a common event/call event system similar to RPG maker

I need it for defining sets of custom events/cutscenes, so I can call them in a single line rather than copy pasting several times.

>Event for onetime cutscenes

Currently I am defining flags, and checking if they are false, and then turning them on at the end of the conditon.

Having one time disposable type events with their own managed flags would save me the efforts with this. Would decrease lines of config code when combined with common events too.

>Event to use branching/caseSwitch

I had to use nested conditions because I did not set up some kind of switch system.

case/switch has some performance overload but it would have made my life so much easier than wrestling with spaghetti

>Update choice messages to show/hide choices based on conditional matching.

Massively helpful for making RPGs and Horror RPGs. I think RPG maker also has something similar or you install a plugin for it?

+ Grayed out/disabled choices

>Follower system needs major rework

It "works" but has issues with chaining multiple followers, or enabling and disabling them in cutscenes.

No support for switching order, dismissing them etc.

>Need a system to have addtional "inventories"

Like containers, chests, loot from people, etc.

>Need better tools to make and test maps

I was manually copy pasting coordinates. If I had made a map maker, I could just click to set colliders.

Some things went right though.

Guess I will make another small game before that.

I am now thinking about game engine design, ah. Unexpected.

Good night bhachanners

!lmOJk15ILR6OW/a

RJ

UUF2JX

No.1761

>>1666

Oh, satanic trips

2025-05-09

Reviewed Sprite -> GameObject -> Person Pipeline

Refactored some parts

Introduced some errors

2025-05-10

>Fixed some errors.

Animated static sprite/gameobject support

>Sprite system rewrite to accept custom frame sizes, and set custom speeds etc.

Self contained states and such

>Gameobject system rewrite to take self contained states

Now I can track if door is open or closed, lever position is left/right/neutral, npc mood is 10 or 20 or 69, within the door/lever/npc object itself instead of making a global variable each time.

2025-05-11

>Prefab support

Now I can just define common objects like doors and chests, and levers

>I can also pass some values to when I am calling prefabs to set up stuff like door destinations, levers, etc.

Follower system overhaul

>Pause/Resume follower: The follower stops following and resumes following by event.

>ReorderFollowers via event: So, for example, I can change the sequence of who is following whom.

>Auto Path Recovery: If the follower is a certain number of tiles away, they use the pathfinding system back to whom they were following

Common events

>Allow creation of named event sequences (like RPG Maker common events).

>Cutscenes and events can "call" these sequences by id.

-Eg: Push boulder, blink screen, say hello, or just define the starting cutscene once in JSON and change that for different games.

Once event

>Events that run only if a flag is false, and then turn it on after running

>Useful for one time cutscenes

2025-05-12

Dindu nuffin for the engine today

To do next:

>branching condition events (case switches)

- - Like condition, but avoid excess if else nesting

>conditional updating of choices

For example, hide or show a choice if a certain condition is met/is not met, can be having some var value, flag, inventory item, inventory item count etc.

>Disabled/grayed out choices + tooltips

Teleport within map

>A teleport event for changes within map that changes hero/party coordinates

State machine rewrite to run random parallel events.

>Eg. farmer would be farming different crops, or tending to different animals when you go see him

Sound Manager

>Central manager for playSound, bgm, bgmStop.

>Supports volume, fade-in/out, loop control.

>Then events can call sounds by telling the SoundManager, without managing Audio() objects directly inside event code.

Camera System

>Camera pan event for smooth scripted movement.

>Option to change cameraPerson to follow NPCs or objects dynamically.

Per person walking speed

>Set certain NPCs to be faster or slower than others

>Option to add boosted speed.

Emote system

>Play animation or emote above NPCs

>potentially allow dust clouds, sweat drops, etc., above a character.

Shop system

>Expand inventory system to feature a shop screen to buy shit

Save/Load system

Yeah, still

2025/05/12

Made a handy program that lets me quickly convert AI pixel art to normal pixel art, still need to edit and fix things by hand though. But it can save time from manually redrawing everything.