Project context
Fay Keeper is a turn-based creature-collector RPG built around tactical combat, resource management, and a developed fictional world. At Gravity Software, the founder co-led programming and contributed RPG architecture, quests, dialogue, audio and lighting.
The development challenge
Interdependent quests and evolving gameplay rules made it important to separate content authoring from implementation. Designers needed practical control over branching logic and formulas while the underlying systems remained maintainable.
Gameplay systems and technical co-leadership
Quest System & Editor: Developed a multi-branching
Quest Systemand a visual node-based editor to empower non-programmers.Dialogue System Enhancements: Integrated dynamic state conditions and quest triggers directly into the
Dialogue System.Dynamic Audio System: Created an audio handler that adapts based on biome/environment context, handling music + SFX.
Lighting Enhancements: Implemented visual effects using
normal mapsand custom shaders for richer overworld lighting.Assembly Definitions: Implemented and structured
Assembly Definitionsto reduce compilation times and enforce a modular project architecture.Formula Builder Tool: Built a
modular block-based editorto let designers create gameplay formulas visually (e.g., battle outcomes, capture rates).Editor Testing Tools: Enabled rapid debugging via in-editor tools that run unit tests in different game scenarios.
System Refactoring: Continuously updated core systems to accommodate new features and improve modularity.
Authoring tools support the branching quests and gameplay formulas: they give designers control over production content as part of the game development process.
Delivered functionality
- A branching quest system and node editor, with dialogue state conditions and quest triggers.
- A visual formula builder for gameplay calculations, plus editor-based testing utilities.
- Modular project structure, adaptive audio, and lighting contributions using normal maps and custom shaders.
Engineering in detail
Challenge: Managing Quest Complexity
The growing interdependencies between quests threatened to create spaghetti logic in the backend.
✔ Solution: Built a visual editor tool allowing designers to author branching quests safely and independently.
Challenge: Constant Feature Changes
Gameplay changes were frequent, leading to rework and slower iteration cycles.
✔ Solution: Structured core systems with modular APIs and added debugging layers to reduce rewrite overhead.
Original engagement
Individual professional contribution at Gravity Software. The project belongs to its original owners and development teams; this was not a contract commissioned through Sital Studio.




