Spellcaster Studios

Make it happen…

Load, save and persistence

 

dead

Work is carrying on a good pace… I’ve been focusing on technology, getting everything ready so that when I start working on the game code for real I can dedicate all my energy to it…

As I see it, only the UI specific functionality is missing from the technology side, besides a good, healthy dose of stuff to make the game look better, but that will come at the end of development, so we have enough time to fine tune the game itself.

Anyway, lately I’ve been working on game persistence, which is the fancy name for saving and loading the game state…

Since the game runs on top of the “Surge Player”, it means that any load/save system must be done in a general way… I’ve done the groundwork when making “Purgatory”, but Grey has much more (and more complex) data, so some issues with the system arose… Glad to say all is past now, and the game can now fully save and load it’s state, including dynamic things like the combat text scrolling up, etc…

The above screenshot was a load of a savegame I did after Grey got killed by the wandering skeletons… that will show him…

Next steps include work on the UI from a coding point of view (lots of work there… a good UI is extremely important for a tactical-based game!) and the summoning system for the creatures (so I can get some revenge on the evil skeletons!)…

Rincewind is also finishing the new “Grey” character, which is looking great already… Hopefully the next update will see some of that!

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