Uniting the Realm - Weekly Progress Report (07/07/2023)
Hello, Heroes!
It’s that time again for a weekly progress report on A Realm Divided’s development.
This week, we’re going to talk about some key changes developing for A Realm Divided. These changes primarily involve systems development, and how certain features are implemented in the game.
Due to limitations within ChoiceScript, I have opted to alter how certain systems are now accessed. We’re going to take a dive on my mental frustrations of the last twenty-four hours, and how breakfast and solid sleep helps! 
Let’s delve in, shall we?
The Limitation
This is largely my fault, as I hadn’t thought to research this beforehand. However, I realized last night when finalizing the equipment system that the ChoiceScript Stats page/system doesn’t support traditionally saving changes to variables and other data that changes within it.
As a result, when leaving the Stats page, any changes are wiped if you return to the Stats screen before moving to the next page. Given that the equipment system and the ability to equip weapons, armor, and other pieces of gear were nested within the Stats screen, it was necessary to separate the two.
Moving forward, you will be given checkpoints and other areas within the game where you may swap equipment. You will remain capable of checking your equipment at any time, but will not always have the option to swap for other gear.
Finding this revelation early headed off a catastrophic situation that would’ve unfolded further in the development of Update 1. Had I not known this before implementing other features, it’s likely that testing of Update 1 would’ve fallen apart, and delayed the update by weeks as systems and content required retooling.
Instead, I’ve shifted focus to direct implementations of these systems outside of the Compendium (Stats) screen.
Let’s give some examples.
Checkpoints
Throughout your journey in the Realm of Harmony, you’ll encounter both minor and major storyline beats. These may include critical choices, combat encounters, and more.
When presented with one of the above, you’ll receive a checkpoint warning. These warnings allow you to access the Equipment, Inventory, Spellbook, Skill, and Travel Crafting Systems in expanded mode.
While you may browse these systems in the Compendium at any time, you will be unable to directly trigger interactions such as switching equipment, skills, item assortments, or crafting.
Expanded mode unlocks interaction on a deeper level. Fiddle with your skills, swap equipment for better equipment (or worse!), craft some minor items, interact with your consumables, and more!
Expanded Mode triggers these systems from within the normal game state. Any changes made are saved.
However, that’s not the only way to directly interact with these systems…
Hubs
Sometimes, we need a bite to eat.
Throughout your vast adventure in Estheria, you’ll encounter many villages, towns, and cities. These destinations will serve as hub locations. Hub locations provide a bevy of opportunities, such as:
- Changing your equipment.
- Upgrade Skills.
- Enhance Magicks, or learn new spells.
- Buy and sell from a vast assortment of equipment and items.
- Craft and Gather additional resources and items.
- Accept new Quests, while turning in existing ones.
- Trigger party conversations (more to come, later!)
- And much more!
The use of Hubs will provide a secondary area akin to checkpoints, but with a higher breadth and depth of features at your disposal. While there’s plenty of additional functionalities in the pipeline, this is merely a glimpse at an option to provide for you and your party.
In Conclusion
I’ll be retooling some of the work I’ve done on the equipment system to adapt to my new methods. This will take at least a day or two to fully get everything under control. Once that’s done, I plan on finalizing the remainder of the equipment system by hooking it into the remaining pieces of equipment.
Once that’s done, I merely have to hook in the remainder of the inventory system. I’ve used modular blocks of code that I can easily reproduce while customizing for different areas of content. This shouldn’t take long.
Lastly, I’ll finalize the party system variables. With that completed, we’ll start work on the true meat of the combat simulation for Update 0.5.
Eyes to the future.
Til next time, Heroes.
~Zach