hmm the money concept is interesting--i don't think i've ever seen anything like that in a game before. i like that you split all of your tasks into 1 and 2--i'm guessing this is for scoping reasons, and it's really clever. also seeing your debug setup is really cool!
Viewing post in Just annother RPG, people
Thank you~!
The money concept is the same as some spaceship shooter games I've played before (Jets'n'Guns and a Mario game). Basically players get to try out new weapons at the shop, upgrade them, and test them before bringing it to complete the story's mission. For this game though, there won't be some upgrade/craft/augment thingies. I want the players to go shopping and decide whether to make a balanced team or a single Superman surrounded by normal people.
Task-splitting so much because I want to get specific in hopes of staying focused, but curiosity still got the better of me.
The debug was, at first, because I didn't realize that I can set up those messages to show in a separate debug window ;D. Though so, I still stick to those in-game messages because I get to know exactly when (in which line of codes) they get summoned. Most common events use self-variables and some have their values changed many times, that's why.