AFTER THE ASHES / THIRD PERSON GAME 2026


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Systems Overview

Over the past months, I focused on building the core gameplay systems that drive After The Ashes.
Here’s a breakdown of what’s currently in place:

Dialogue System

The dialogue system is fully modular and designed to support both simple and complex narrative flows.

Key features:

  • Basic linear dialogue flow

  • Multiple choice branching

  • Dialogue chaining via NextLineID

  • Flag-based conditions (set & check)

  • Auto-hide disabled when choices are present

  • Item requirements integrated into dialogue

  • Data-driven quest triggers

  • Reward handling directly from dialogue

  • Pickup-aware logic (remembers collected items)

  • One-time conversations (NPC memory system)

  • Responsive UI with adaptive text box resizing

Why it matters:
This allows me to build everything from simple NPC interactions to multi-layered narrative decisions without rewriting logic.

Quest System

Fully integrated with the dialogue system and driven by data tables.

Key features:

  • Quest creation via data tables

  • Start & completion through dialogue or auto

  • Objective tracking

  • Multiple reward types (XP, gold, items)

  • Delivery-type objectives

  • Persistent quest state

Why it matters:
Quests are lightweight to create and easy to expand — no hardcoding, just data.

Save System

A simple but effective persistence layer focused on gameplay state.

Key features:

  • Save/load flags

  • Runs automatically on game start

  • Persistent across sessions

  • Tracks: Seen dialogue & Collected items

Why it matters:
This ensures the world reacts consistently to player actions over time.

Pickup System

Handles item collection and persistence cleanly.

Key features:

  • Interaction-based pickup

  • Flag assignment on collect

  • Inventory integration

  • Auto-destroy on pickup

  • Persistent “already collected” state

  • Load-safe timing checks

Why it matters:
Prevents duplication issues and keeps the world state believable.

NPC Interaction System

A simple but scalable interaction layer.

Key features:

  • Interactable interface

  • Dialogue triggered directly from NPCs

  • Dialogue-driven item delivery

Why it matters:
Keeps interactions grounded and avoids hidden automation — everything is player-driven.

UI System

Clean, readable, and responsive.

Key features:

  • Dialogue box widget

  • Dynamic choice buttons

  • Click-to-continue system

  • Auto-resizing layout

Why it matters:
Supports immersion without getting in the way.

The game is still a work in progress, but I’m super excited to share the first beta with you :
DOWNLOAD AND TRY ECHOES (Windows only).
Works smoothly with GeForce RTX 3080 (Epic Graphics).

CREDITS : 
Game Design & Development : Julien Pietri (Third Hand) with the help of Aura
Assets : Epic Games and Fab / Quixel

DESIGN DEVELOPMENT

MAKING OF