Devlog #15 (Save it! Boost it!) -- December 5th, 2018

Published August 29, 2024
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Here’s an update for the month of December 2018.

Save/Load Game System

Built the bare bones of the save system. Things that can be saved so far:

  • Story beats

  • Inventory

  • Boss states (dead/alive)

  • Current planet

Probably the most difficult part was saving and loading the inventory, what I did was convert all the different badges in your inventory to numerical value that the game can look up from a database and save/repopulate the inventory. This makes it easier to keep them in order as well. (We’re calling them badges for now, still searching for a name)

Boost Mode

Another thing that I mostly finished up on is a Boost Mode that ties into the combo system.

Charging

Dealing damage fills your Boost Meter

When your meter is full you can unleash a powerful ability. Right now your choices are a health regeneration or a damage boost. Some other things I’m considering are a speed boost and/or a area of effect attack.

FullMeter

Full meter, chose your boost

The strength of your boost ability is tied into how high your current combo is. So there’s a risk/reward aspect to trying to get your combo higher before popping your boost. Since not attacking or getting hit makes your combo reset. Your meter doesn’t reset under these circumstances though. Although it does drain over time.

RegenActive

Example of using your regen ability at a high combo level

Fix Animation System

Rebuilt the player’s animator mostly from the ground up. A lot of it was built long before I had a decent understanding of how it worked and it was very prone to breaking into weird animation fits or endless loops.

Wave Battles

Built a simple system that allows for spawning in waves of enemies into a room. It’s not something that you’ll encounter that often in the game but it will be useful for some variety.

Hint/Dialogue Popups

PopupHint

Dialogues to relay hints and info (temp art for the Nav-Bot avatar

It’s nice to be able to relay hints and some story/dialogue stuff without going into a cutscene that breaks up the action.

So I added these triggered hint/dialogue event.

That’s all for now!

As always thanks for taking the time to read through this post. Looking forward to the next months update!

M.

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