I am back from my vacation and I did a few more days of work on the game. I've been working on the UI of the scripting system. Here's how it's gonna work:
The game will use C# for runtime mods. That means that the game will compile new code at runtime for the game to use. The benefits of this are extremely fast code execution (because it's compiled), and not having to deal with script-type languages that require manual binding to game actions (Like LUA). I will provide easy premade functions for managing behavior logic. Stay tuned for this in the next devpost!
There is now a bridge for script files so whenever you edit a script file, the game will update your asset at runtime:

When you create a new character, you will be able to add logic to them by adding scripts to its list of scripts. Like this:

These .script files can be loaded from a file or dragged and dropped straight into the game:

This is only for the mod creation side of things. Once a character is created and saved into a simple .character file, the user will be able to spawn that character with all the textures and logic through a simpler character menu like the mirror in v0.8. This way spawning characters is super easy while the big-brain players that want to deal with the modifications will use the presented menus. More on this simpler menu in the next devpost.
Stay tuned!
P.S. I am selling my Shinobu posters. They are all official Japanese merchandise and I'm offering free shipping in the US. Send me an email at panainodev@gmail.com if you are interested in any of the ones below:
