Core Systems
Skedgine is built around reusable world, actor, route, timeline and content systems. These systems start inside Valmore, then mature into shared infrastructure for future projects.
A proprietary game creation engine growing through Valmore. It starts RPG-first, stays focused on the game until Valmore ships and eventually becomes reusable infrastructure for future Skedd projects.
Early runtime footage showing engine systems, debug tooling, world interaction and evolving editor infrastructure.
Skedgine is built around reusable world, actor, route, timeline and content systems. These systems start inside Valmore, then mature into shared infrastructure for future projects.
The long-term goal is to build full games inside the engine. Maps, actors, routes, dialogue, flow and presentation should all become authorable through editor tools instead of one-off coding.
The engine should own the full game lifecycle: startup screens, title flow, menus, transitions, endings, credits and return-to-title behavior.
Skedgine needs a full diagnostic package for catching broken references, missing assets, bad warps, route issues, cutscene problems, audio hooks and other invisible problems before they spread.
A windowed environment should eventually let systems be tested from inside the site or engine: route previews, actor behavior, dialogue staging, battle checks, game flow and other live sandbox tools.