Finally some progress updates


Sooo… I actually started a post here but got sidetracked for a couple of weeks by another project :)

In lieu of a long-winded post wit hall kinds of technical details, here is a summary of the most important changes of the past months:

  • Most work went into implementing a script system using ink via the godot-ink addon. This is now used for multiple-choice dialogs in the style of old Infinity Engine games (think Baldur’s Gate or Planescape: Torment), but it also forms the basis for triggering all kinds of interactions and changes to the world, like unlocking a door through a dialog, or puzzles building on adventure logic, like triggering a certain story action if the player has a specific item in their inventory. Here’s a short video demonstrating how dialogs look like in action.


  • As I just mentioned the inventory: I’ve implemented a player inventory for picking up object, as well as containers.
  • It’s now possible to switch maps, and this can also be triggered by the script system!
  • In more technical news, I’ve spent the last couple of weeks switching most of my game internals to Godot’s custom resources, which neatly cleans up the code and makes subsystems the the inventory much cleaner to implement as I don’t have to deal with nodes and the node tree anymore, as I did in earlier attempts.
  • I took some time to finally implement a scene switcher for managing some basic necessities like a game menu, which I neglected before.

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