Development Blog: An IOS Adventure #1
Alright. With the character creator you’ll be choosing the Seraphim you worship, a character race, a sex (which can be anything you want), and finally after all of that you choose a name. I feel like a name should be the last thing you do because I’d rather it be influenced by your choices rather than influence your choices. This data, starting tomorrow morning, will be stored via PlayerPrefs. It’s insecure though, so I might just examine an actual “professional” alternative solution.
Plus it is open text. I want to make cheating a “tiny” bit harder than editing a plain text file.
My creation system is pretty weird. I kinda like it but I also kind of hate it. It uses enums in multiple ways so that I can handle all sorts of functions and flags with a single value that increments organically as you build your character. In THEORY this means that in the future I can just add new waygates, say if I want you to choose your age, whatever. The first build that I release to the public is going to look like swamp ass. No custom art, no fancy UI, just the raw bones. Functional bones, but raw bones nonetheless. If you can appreciate a game strictly via mechanics you might enjoy the pre-alpha madness, otherwise I’d avoid until it’s further along or until I can guilt Liz into making art for it.
At any rate, that’s all I’ve got to talk about for today. Character creation is completed. Watching it populate in the inspector is always very satisfying. Most of the values used will be multipurpose and used elsewhere too which is something I like. Likely more to develop tomorrow when I add in the inventory system and (possibly) the first couple of actions. Exploration ho!