Dividing the code


As the character interactions get more and more complex I'm having a bit of trouble keeping the code organized.  I'm really inexperienced when it comes to code so this is a particular challenge for me.  My idea is that instead of having a big "open-world" game where you can do any of the big interactions (they're sort of like quests, I suppose) it might make more sense to divide the game into a structure where you tackle one per day.  Giving it a structure like this will inherently give the code a kind of outline since the interactions can be based on what day it is.  This also gives me a chance to do something that I loved as a kid: the day/night cycle.  That is, this isn't going to be a hard cycle that changes based on the time you've played but a looser one hard-coded into the game where once you've finished your tasks for the day evening comes.  Then, it will give you a chance to go to The Lush (the bar in the game) and wasted time with your friends while having a few beers before going home to bed.  This is an idea that appeals to me greatly and not only because I really miss wasting time in bars with friends.  It will give the player a chance to learn about your friends and deepen relationships while essentially doing nothing.  It won't drive the plot and it won't have anything like the standard adventure game puzzles it will just be fun.  So, in dividing the game up it will lose a little of the Monkey Island style questing format where if you get stuck on one branch there is something else for you to be doing but it will lend a structure to the game that I think will be more fun for the player.  Provided, of course, the player is the kind of person who likes wasting time in a dank bar with your pixel friends.  Of course, if you're not that kind of person then this game probably isn't for you, anyway.  But it's fun!  I would like to play that game and so it must be then the kind of game I should be making.  I can't think of too many other games where that happens.

Comments

Log in with itch.io to leave a comment.

I'm getting hyped for this game!

I love the idea of having the option of doing something "useless" in a game just for fun. Not doing it in order to get something else, but for it's own sake. There's a lack of that in a lot of games.

The day-cycle sounds good. Maybe you could make a one day demo. ;)