📝 Dev Log #04: Major Upgrade to the Open-World Event System
Hello everyone, this is the developer of League of Transmigrators.
It has been a while since the last developer log.
As a solo developer, I handle programming, art, writing, system design, and a lot of rework and iteration, so progress can look slow from the outside.
But the game has never stopped development, and recently I focused on rebuilding one of the most important systems:
The quest and world event system.
🌍 Why rebuild the quest system?
League of Transmigrators is not a linear RPG.
It contains loop-based progression, meaningful choices, and a lightly open structure.
The early quest system used a traditional “scripted trigger” design:
each quest had its own trigger, conditions, and event script.
This created several issues:
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Once players learn the flow, each loop feels similar
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Adding new events requires touching multiple files—bug-prone
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Quests rarely interact with each other
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The world lacks “its own life,” waiting for the player to act
To support long-term replayability and meaningful exploration, I decided to:
Rebuild the system from the foundation.
🔧 The New Three-Layer Architecture
The new quest/event system has three layers, forming a more flexible, extensible, and data-driven framework.
1. World Process Layer → The world moves even without you
The world is no longer static.
Certain processes advance over time, such as:
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Characters whose states may change as turns pass
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Locations that shift based on pollution or world conditions
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World progressions that continue even if the player isn’t present
This makes the world feel more like a living simulation rather than something waiting for the player to trigger it.
2. Event Layer → You see the world as it currently is when you arrive
When the player arrives at a location, takes an action, or reaches a specific time,
the system selects the most suitable event for the current world state.
Benefits:
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Same place, different timing → different outcomes
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Unified event logic → no more duplicating scripts
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Easy to expand → add data, not code
I’m not promising multi-loop memory transformations yet, but the system is already much more flexible and reactive.
3. Condition System → The event filter
A universal system evaluates whether an event is allowed to trigger, based on:
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Current world state
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Player’s quest progression
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Whether certain flags/markers are set
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Location, turn number
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Randomness for variation
These conditions are fully structured and removed from individual scripts.
Advantages:
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Far less repeated code
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Lower bug risk
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Natural interaction between quests
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Easy and safe event expansion
🎲 What will players feel?
Even without promising huge multi-loop adaptive systems yet,
the upgrade already brings noticeable improvements:
The world isn’t frozen; things may happen without the player
Quests no longer feel strictly linear
Randomness mixed with logic makes worlds more varied
More replay-friendly for both new and experienced players
🧠 Developer Thoughts: Why build a dynamic world?
A major theme of League of Transmigrators is:
Worldlines, cycles, and the cost of choice.
If the world plays out identically every loop,
then the idea of “transmigration” loses meaning—
and the player’s choices stop mattering.
My goal is:
“The same world, but not necessarily the same fate.”
The three-layer system is the foundation that makes this possible.
🚧 Next Steps
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Add more condition-based event variations
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Improve the tavern rumor system
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Expand event pools in key areas
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Improve debugging tools for testing events
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Continue enriching the first world’s main and side routes
❤️ Thank you for supporting the project!
As a solo dev, updates can sometimes be delayed due to art, system refactors, or bug fixing—but development has never stopped.
If you enjoy:
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Light open worlds
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Choice-driven stories
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Multi-run gameplay
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Roguelike elements
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Worlds with their own life
The upgraded event system will be one of the core charms of this game.
Get League of Transmigrators / 穿越者联盟
League of Transmigrators / 穿越者联盟
A multiverse roguelike card game about fixing corrupted worlds. 多世界轮回修复题材的卡牌Roguelike。
| Status | In development |
| Author | Vicance1 |
| Genre | Card Game, Role Playing |
| Tags | cultivation, deckbuilder, Indie, martial-arts, Pixel Art, Roguelike, Story Rich, Turn-based |

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