Qol + Progress !


Hello~ 
Komae here with some members of the dev team!

We are glad to announce a new update for Troubleshooting!
Sorry, this is yet another QOL update, but that's because we spent all this time building the systems needed for the game. There's no new content yet.  
We’ll explain more down below.

TLDR

  • Made the game prettier and easier to use
  • Will change core mechanics in future versions, so there's no more content for this version
  • Team do not really have a lot of time to allocate for the game, so update are slow

Quality of Life Updates

Starting with the most important QoL change: We made the CLI A LOT MORE usable!
The new version now has a tab completer and syntax highlighting!!

example of syntax highlighting

Example of (old) tab completer

We also changed the look of the game—mainly the buttons and dialogue UI
UI comparaison from old to new (game screen and main menu)

(Graphics design is my passion)

Completable text buttons (main menu)

And something experimental:

Files now open in new windows instead of being displayed in the CLI!

(test image not in the game, we do not own the image: credit for 黃老鳥, from  OVERSOLD parody)

Technical Side

We are implementing a tag system to track what happens in the game, avoiding spaghetti code in branching storylines. For example, our visual scripting for dialogue can now test tags to make branching easier!

We also plan to use tags to make saving the game easier in the long run—since it’s just a list of lists of tags!

Phantasmal here: basically we needed a system that enables us to have the world react to the player's choices and actions, which is not so simple when it's a text based game. Hard-coding all the variables and branches is not exactly the best approach, simple as it may be. Instead, we opted for a state machine approach, which is far more scalable in the long run. We still have to hardcode certain things, so it's not a perfect solution, but it's good enough for what we need it to do.

Story & Gameplay Changes

We want to change a lot of the main game loop by adding mechanics we think be better for player expenrience and story telling.
The uncorrupting part will still be a core part of the game, but it will be impacted by previous actions!

Specifically, we want to add a drone exploration system with multiple locations and items!!

We’ve made progress on this, but we removed the commands for this version since we need to rethink the story and how we want the game to actually work. So yeah, a lot of WIP here!


Save System Plans

We also plan to add a save system.

Instead of autosaving (which could soft lock yourself if, for example, you get a bad ending due to time taken), we’re considering a copy-to-clipboard save system. This would allow you to import/export saves manually and have multiple save slots!

Alternatively, in the future, we’d love to add multiple save slots in the main menu, but that won’t be part of the first version of the save system.

Final note:

We also fixed some others bugs and improved (at least tried) user experience by watching where players got confused
For example, know there may be some issue with the tutorial.
Simply skipping it (vedal, but not only, for example) and not forcing the user to use/understand commands. That is something we want to rework too.
We also plan support for the Neuro SDK.

Why This Took a While

You may have noticed this update took some time. Unfortunately, the dev team has been busy with real-life stuff.
But we still love working on the game!

Feel free to contact us on our Discord

That’s all for now—enjoy the update! 🎉

Get TroubleShooting

Leave a comment

Log in with itch.io to leave a comment.