Game
Undermaker

6 hours ago

Report #29 - 04 Mar 2026 (Long one, contains information about how will this Engine be used and Development progress)


Don't mind the cats in there, I just love the virtual company .

Well I was doing documentation but then I released, my code is a fucking mess , I simulated in my mind what a user would use my engine for and where would they need to go to do stuff on it.

Some places were the source code of the engine, some others where intended script places, but it was unintuitive either way, so I took it upon myself to make a big restructure of my code and separated functions and constructors in clear named scripts.

This also helps myself on navigating my own engine, why I didn't think of this before , I guess I got used to my messy order out of lazyness, at least the restructuration wasn't much of a problem since it's just transforming code into constructors and moving functions around, mostly the logic is the same, my only concern is that there might be reference errors due to the new layout (since some code got put into constructors instead for simplicity and easy management).

Some rigurious testing is required, since I moved a lot of parts to make this order you see on the image, I don't remember very well what could be affected, I did some tests already but probably more are required.


Layout Explanation

Alright so let's explain now, there's two main sections to this new layout, the Engine section is all the source code that makes the engine function, that and the objects that also contain important code (player soul, overworld player and game object controller mainly), each subsection in it specifies areas on my engine like the battle system and the many functions that are used, the collision system that is used in the engine, the dialog system, and how these interact with each other, you will find lots of functions, which objects call to do their job.

The other section called Custom Stuff contains the scripts in which you as a user will create your bullets, enemies, dialog functions, items, etc. My goal with this section is that you get as minimum access to the source code of my Engine as possible to be able to create whatever you can imagine, from simple battles to full overworld maps with enemies to battle and storyline progression and branching.

That is the part where you create stuff using the Engine's power to do so, for more intricate and elaborated creations that my Engine doesn't cover or support, for example, a Spell button perhaps in battles, TP bar like in Deltarune and more, that's where you tweak around in the engine scripts and the corresponding objects.

All this will be fully documented in detail so you have minimum problems at all editing the source code and having as minimum as possible bugs, errors and breaks in your game.


Possible release date?

I don't really have one, as I keep working and thinking I'm reaching the end, turns out I can't really skip steps as I wanted to, to quickly get this engine out for you guys, but it seems these are necessary steps, and there are still even some features to implement and showcase, I completely forgot that battle encounters can have backgrounds! silly me .

I got a control on them, but for now this is still being worked, tomorrow 4th March at 4 PM GMT-6 timezone, I will live stream some work on documenting and refactoring the code a bit more on my youtube channel here: https://www.youtube.com/@cezarandrade.

Apologies really but I want to give you a work of quality, so for that, I have to take more time on the engine, but I feel it is coming close to its release soon .

PD: I have to also make material to make the page good looking too... actually maybe I should make videos on my engine as I'm working still on it... that might be a good idea, stay tuned :3



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