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Aristos
"Coding" is divided in multiple segments but we code the dialogue into the game like many other games. Much of my programming is about feature development, performance and stability improvements to the game, quality of life stuff in the beginning of the development cycle, taking in feedback from fans on features and reports of issues, and many times through the entire development cycle if the features are complex.
Remember this is a own developed engine for visual novels that is build on unity, if you compare the change logs or test the older versions of the game out you will see that the game is not only progressing in content but also in how the actual game plays feature wise and performance wise.
I also focus a lot on tidying up and refactoring (revisiting older code and making it more efficient and tidy) all the code if needed to make it maintainable long term. Then the scenes are set up in our own vngine language that you see in the dialogue files and we make sure that they all get triggered and flow as they should with various configurations, both in and out of the compiled code. Often we come up with new tricks we want to add to the game and thats whats what i mostly spend my time on, to make sure that its added as well as can be and integrated into the continous development of the engine and not just done once and put aside, as much as possible is developed to be reused like lego bricks, to fit potential future needs too.
Same as the "testing" segment, it's not only playtesting, it's feature testing too, as every time i develop something i extensively have to test it, if anything needs to be fixed, again it goes to development and then back to testing again and its a very big active part of developing in general. Most of this testing though i count into the coding bar until the playtesting starts. Those things I have considered ready are tested together with the new content in the "testing" progress, and if issues are found there, they are also going under "testing" progress to have fixes developed
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