So, as we move our focus to the battle systems in order to finish the groundwork there, this has meant bringing our newest devs up to speed. As talented as they are, they’re still new to Unity, and newer still to the advanced systems Crimson has built within it. So, understandably, almost all of the work recently has been learning and teaching. Lots of it. I can’t understate the effort I’ve seen everyone putting in to learn and/or teach these systems. I’ve been trying as well, but my basic understanding of programming only takes me so far.
Under construction currently is an API for how characters access their attributes. Specifically, allowing the game to elect how and what components to create. For example, if a particular character doesn’t need to engage in battle, then there’s no need to provide them with health or weapons, allowing more characters to be created using less memory. This also ties loosely with plans much further down the line for the generation of NPC’s.