2 months ago

A BTS deep dive on the (updated) programming elements of POPGOES Arcade, plus their icons and purposes. (ARTICLE) (2025)


Omega: Core game object which controls the global game state as well as other important things.

Popdata: This is where all save-data is stored. Items, story-state, upgrades, discoveries, all of it goes in here.

Menu: General-purpose menu control object, depending on what frame we're in (title, overworld, battle, etc.).

Info: Made to contain simple info for specific use-cases, so the info is available for editing if needed, without having to dive into the code.

Math: An object created solely to store temporary math results. Clickteam has limits on how complex a math expression can be, but it is also good in case a calculated value is needed in multiple places, so we avoid calculating it multiple times in one code-cycle.

Trophies: Only really used on the title-screen, mainly for the "continue" button icons. Game progress stuff is calculated/checked for and stored in this object.

Music: Controls music cross-fades and general soundtrack triggers and fadings.

Particle System: Governs particles, such as the overworld butterflies, snow, falling leaves, etc.


Menu Inn: Control object handling the regular inn menus.

Menu Shop: Control object handling holly's shop menus.

Menu BBBM: Control object handling BB's black market menus.

Menu Jukebox: Control object handling the jukebox menu.

Menu Smith: Control object handling Blake's smithing menu.

Menu Compendium: Control object handling both Bestiary and Index menus.

Menu BBB: Control object handling BB-Bot's Buyback menu.

Menu Wishlist: Control object handling the wishlist menu.


Battle Coordinator: Handles how, when, and what battles are initiated in the overworld (mostly the random encounters).

Battle: Handles the core battle logic, such as whose turn it is.

Machinist: A unique AI object for The Machinist. His unique abilities required unique code and a place to store relevant values that didn't fit in the regular enemy AI object.

FileSys: A unique "AI" object governing the secret and weird file-menu battle.

Myth: A small object that handles some codes and appearances of a certain mythological creature.

Puppet: A unique AI object for the puppet, in a similar style to the Machinist object.

Cutscene Director: Handles states and timings for cutscenes in the overworld, usually whenever stuff happens on-screen while you are not in control of Popgoes.

Controls: A helper object made to generalize button and directional inputs so they can be mapped via keyboard/mouse as well as controller and touch.



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