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Framework · ongoing

CodiushMaximush

The game-agnostic Unity framework underneath ClassicRPG. Composition-based, built to lift cleanly into the next project.

Systems

  • Persistence: save/load that survives quit and relaunch
  • Scene transitions: async loading with warp points
  • Ability framework: data-driven abilities with input contexts
  • UI stacks: push/pop screen management
  • Input contexts: mode-aware input routing (gameplay vs. menu vs. cutscene)
  • Cutscenes: sequenced, interruptible, priority-aware

The design line

Two layers: framework code that doesn’t know the game exists, and game code that extends it. The framework layer can’t depend on ClassicRPG types. ClassicRPG reaches into the framework, not the other way. That boundary is what makes it portable.

Most of the interesting engineering decisions live at that boundary: where game-specific logic wants to reach into a general system, and the right answer is usually to design the general system so it doesn’t need to know.

From the devlog

When everyone wants to write to the same Animator — a concrete example of the framework/game boundary producing a better design.