Sim’Py Framework

I’ve been playing a lot of simulation style games recently and its made me interested in the idea of making one again. This is something I’ve wanted to do for a while, but have generally got too caught up in the system without a good story, or vice versa.

To prevent that happening, I decided to write a framework so that when I did feel like writing I could jump right in, and I could satisfy the coding interest until I got to that point. This framework is written in python and extends the functionality of Ren’Py, a visual novel engine.


Stat and Relationship Systems

The sort of game I’m interested in making is one like Long Live The Queen or Magical Diary, where you build stats that factor into events within the game.


I built a stat class that handles the display name of the stat, its current value and has functions for incrementing and decrimenting the stat. I then made a stat manager, which takes stat objects and does things like compares them with one another or against a value.


I then built a relationship class, which is similar to the stat, but has additional variables such as “is_romantic”. This allows for the player to have a relationship value with this character, but also to track weather the relationship is platonic or romantic, eventually locking this choice based on the points gained in each throughout the game. For example, the player could have completed every scene with one character, maxing out their relationship points, but weather they chose to be flirty or not during dialog options will change the value of is_romantic, changing the scenes the player sees.

This is similar to Persona, where you can have a max social link that is platonic or romantic.


Date/Time System

To create stat building and the daily event style gameplay, I made a date/time system. I have a class that tracks the current day, time and calendar, as well as ren’py labels that check the time and date and jump to the correct events. To check which events should be played, I have a dictionary that is populated during run time. Instead of checking every day if certain vars are true and then playing the event if so (a common way to track events in ren’py), I add the event to the dictionary when the inciting event occurs, with the day as the key and the time and label to jump to in a list as the value. When the system recognizes a day that is in the dictionary, it then checks the time until it sees the correct time, and displays the event.


Proper Nouns

The other thing I added was a file called “Proper Nouns”. In here I’m storing all character, place and object names as variables, with the codename as the variable name. This just makes things easier to develop and edit. I don’t need to worry about getting anything correct first time and don’t have to edit the code of the game to change the writing.

Having these in place makes writing a game like this much more manageable, and sets up base systems that are not likely to change. Ren’py is a fun engine to use, but without a bit of extra python love, debugging and editing can get really tough. Hopefully this has alleviated some of those issues!


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