Crafting Interactive Bridges: The Evolution of an In-Game Console — Part 1
<h1>Background</h1>
<p>My name is <a href="https://www.linkedin.com/in/alexwolf-kh/" rel="noopener ugc nofollow" target="_blank">Alex Volkov</a>, and I have a hobby: creating RPGs in my free time. If you’d like, you can call it my pet project. This project is being developed by two people, and I’m one of them. You should also know that I’m the tech guy; I handle all the development on my own. The other person works on the lore, quests, and other game design aspects that don’t involve coding.</p>
<h1><strong>Context</strong></h1>
<p>In our game, there’s an in-game console where players can view live in-game events, such as: damage calculations, NPC information, and even an online chat feature for player-to-player communication. Given this, I’ve been tasked with designing a highly extendable system. This system should allow for tabs, a scroll view, and other functionalities, enabling the multifaceted use of this in-game console.</p>
<p><img alt="" src="https://miro.medium.com/v2/resize:fit:700/1*wUgIYYXiKageTad55dWDiw.jpeg" style="height:499px; width:700px" /></p>
<p>Also, remember, we’re in the development phase of the game. This means that the game console should include a “devlog console” for logging debug information events. Additionally, there should be a capability for players to create tickets directly from the game, reporting bugs or suggesting new features.</p>
<p><a href="https://alex-wolf-kh.medium.com/crafting-interactive-bridges-the-evolution-of-an-in-game-console-part-1-4e2493fa921c"><strong>Click Here</strong></a></p>