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Save System

TJ,
    Creating a save system turned out to be a lot harder than it should have been. When I first started working on it I made a bunch of standard functions to read and write to files. this was pretty easy and worked exactly as I intended it. At first I never called these functions because I was unsure when to start actually working on the save system due to the fact that I already had a system for keeping data persistent between scenes. Implementing the save system would make that system redundant so I wanted to come p with a hybrid solution as to not remove all my previous work. This was the fatal mistake.

    on top of that, I was unsure how and when exactly the player should save. I knew for certain we did not want the player saving during a shift. but also as of right now, there is no way for the player to make any money before their first shift. so why would the player even need to save on Monday? there were many design questions and I was answering them myself differently every time I asked myself. this was a constant battle back and forth. 

    Finally, on the final day of integration, I cracked down on exactly what I wanted the save system to do. I completely removed my original system and put the new save system instead. Now the save system is just as good, if not better than the original. I also just got word that unity has a "Don't destroy on load" feature that I will be looking into, we have already worked around not having that feature so much it would almost take that much time again reworking things to work with that feature. 

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