This is an infrastructure update, update on the engine basically.
So I made adjustment to the engine this fangame will run on, Undermaker, this time I refactorized the way menu transitions to the overworld and the way save files and stuff are loaded when entering the game.
Now with just running one single function I can go onto the overworld from the menu with a nice fade out transition and fade in into the overworld, and trigger extra functions accordingly, either loading a save file or creating a new game save file.
This will make it a lot easier for those trying to make a game to not bother with the extra stuff making a menu needs such as, making sure the obj_player is existent before entering an overworld room, music control, and data loading accordingly, now with just one call of a function, it does it! simple as that.
The same refactoring was made when going from overworld or battle to the game menu, so no need to worry about taking care of data the engine manages, but rather persistent objects and data you manage outside the engine, for that, there's a function tied in the script of the game menu for you to put all the checks and necessary stuff to clean up all those things yourself, simple as that.
As to what competes Disbelief itself as a fangame, no progress has been made, other than refactoring of the engine code which will help a long way when implementing even more features in the game, because with these functions I can create different scenarios and battles easily now, perfect for additional content! Such as Extras and new fights and stories, development is going slowly but consistently, after I do a devlog on all this I will continue on the overworld and therefor the battle.
I can't test the menu to battle function yet so that's still pending until I start making disbelief battle, that functionality will soon be added and will be extremelly useful for those that just want to do battles without overworld in the middle.














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