Autosaves, Havens and Checkpoints
Sorry its been so long since my last update! Got a little burnt out, started working on another project with friends, then the Unity pricing changes drama happened, which kinda killed my motivation.... but yesterday and today I managed to tackle a couple big longstanding issues.
Save files on WebGL should now persist across new versions of the game! If you run into any issues surrounding this, please let me know~
Autosaves and Havens
Save points have been functionally changed. You will now autosave and heal when walking over them, but you will not automatically rest at the camp (now known as setting your haven.) Resting at camp will set it as your new Haven, the spot you'll return to in the event of a game over, or when loading your save file. In addition, major events such as picking up power ups, defeating bosses or key enemies, or completing difficult platforming challenges will trigger an auto save. This means no progress will be lost upon dying. (Still being integrated)
Some considerations have to be made around this system to avoid unintended sequence breaks via death/reload-warping, such as key events forcing your Haven to update to a new location, etc.
Checkpoints (Work in progress)
Checkpoints function similar to auto saves with some differences. They save your location, and will be used for things like retrying a boss fight without having to run back from the savepoint... or a "Save and Exit" option that will save exactly where you are, to continue from later. The code for this feature is written and working, just needs to be integrated into various other systems.
Other notable changes in this version:
- No longer lose spells upon being hit. Currently the only way to lose your spell is to cast it without the required mana. I want to implement regenerating shield type of thing here, where if you get hit once, the shield cracks. Get hit again, and its breaks and you'll lose your spell (and maybe do a big area effect with the right equipment on, as an idea)
However, if you get hit once, the shield will repair itself after a few seconds if you aren't hit again. - Added alot of new map near the dash spell. This area is heavily under construction, but navigable.
This is kind of an in-between update, theres still a bunch to do with these new saves systems, but I needed to upload here as a final test for the cross-version saves, so enjoy!
Files
Get Project Kobold's Tale
Project Kobold's Tale
A kobold based metroidvania
Status | In development |
Author | NonEuclideanOtter |
Genre | Platformer, Action |
Tags | 2D, Dragons, kobolds, Magic, melee, Metroidvania, Pixel Art, Prototype, work-in-progress |
More posts
- small visual update!Feb 16, 2024
- 7/12/23 update Time DilationJul 12, 2023
- 7/9/23 updateJul 09, 2023
- dev update : scrapping my weapon workflowApr 11, 2023
- Shiny Rocks updateMar 16, 2023
- Rapid fire updatesMar 12, 2023
- Boss update and gamepad controls fixedFeb 27, 2023
- Magic, mana, melee, and tutorials!Feb 25, 2023
- Of poise and magic!Feb 21, 2023
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