Imperf3kt wrote: ↑Wed Jun 09, 2021 10:36 pm
There are many ways to handle this, and no one size fits all method.
Whatever you do will need to be highly customised to suit your game so you won't find any pre-existing code or structure.
Have a read through this to get some ideas.
https://www.renpy.org/doc/html/label.html
I'm sorry, is that the right link? Nothing in that link talks about bare bones methodology to organize game state, bringing together multiple systems, guided by a plot flag system, all in a manner that's basic & efficient, to eliminate a future nightmare of chaotic code.
Hear me out. I'm looking through the code of existing ren'py games, starting from label start.
They are a complete and total nightmare of disorganization. I've yet to find one ren'py game whose code isn't a complete cluster of chaotic madness. I know it exists, I just need to find that one guy who truly knows what he's doing when making organized structures.
I truly believe there is an optimal, bare bones structure for:
- linear approach;
- non-linear approach; This is what I'm interested in.
I'm talking about a rudimentary, highly efficient, basic skeletal structure.
Here's another example to spark the creative juices:
Code: Select all
label start:
# in the end, even though the game has non-linear aspects, it's still ultimately linear, but with branches, unique choices, areas that may or may never unlock
call characterCreation
call prologue
call actone
call acttwo
call actthree
call credits
#i've seen people put 100's of lines of code here, that is insane. a methodology is needed to avoid that.
label prologue:
#load prologue map data into modular navigation code; navigation system is generic and can receive any custom data unique to each map
#begin events
call prologue_event01
# prologue_event01 is made up of npcEncounter01, npcEncounter02, etc
call prologue_event02
# what plot flags were set in prologue_event01?
# things can start to get confusing at this point, an organized methodology can avoid this
call prologue_eventFinal
label actone
# load map data into modular navigation code
# check flags set from prologue
# best way to contain quests for maximum organization and zero headache?
# best basic skeletal structure to bring quests & plot flag checks together with the least amount of code?
# what modular, bare bone systems exist for renpy for linear & non-linear types of games?
# Ren'py has been in development for 16 years.
# Which methodologies are the most prevalent among ren'py projects since its inception for non-linear game design?[/u][/b]
None of the above is in this link:
https://www.renpy.org/doc/html/label.html
Imperf3kt wrote: ↑Wed Jun 09, 2021 10:36 pm
There are many ways to handle this, and no one size fits all method.
If you go over every single ren'py game ever made since 2004, you would eventually begin to see patterns, all leading to a few basic, highly organized structures. I'm looking for those structures.
They're super basic structures too. Like an outline for a story.
From what I'm seeing in most ren'py games, everyone is re-inventing the wheel, OVER & OVER & OVER AGAIN. That' crazy, lol.
Here's an example of what I'm googling:
renpy event plot flag quest management
renpy non linear methodology
renpy game state management framework
renpy game theory open world management bare bones framework
Here's an example of one:
https://github.com/paktek123/raiser_rpg_framework
- Look at the label start there, looks organized. Seems clean.