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I haven't heard anything since the last update (which I think happened around the time Troels was doing some SQ-themed live streams and someone commented that they were working on the save system while watching the live stream).  I'd like to help in any way I can.... not familiar with Unity so I'm not sure how useful my mediocre scripting skills might be but I can always do more testing work.

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So I did use my inside wire to Chris Pope and heard, they're closer (fixed other bugs) - but still, yes, working on that Save/Load issue.

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Good to hear they are still chipping away at it.

Yeah. It's just been a long time with that particular bug.

Which is a shame, because the game is beautiful (I think) and really enjoyable (sans those tiny bugs). It'd easily been the best game I'd played when we got the latest version.

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It's a crazy bug -- we've seen it first hand.  With tracking the different states of inventory items, states of environments, UI representation, etc., it gets complicated fast.  But if they could solve all the issues with the nanobots, I'm sure they'll get this sorted too. I sort of imagine someone working in a darkly-lit room, no windows, with state diagrams tacked to the walls and ceiling with yarn criss-crossing between them all.

Hah! Yeah. I kind of wish they would have implemented "Check Points" (but that would probably require some coding changes) - like you can't get in the shuttle till X, Y and Z are done. The "Exit" for Planet A is not "open" until you've done A, B, C over at Planet Z, etc etc.

That way the items that Ace has when he goes to each area should be expected. So if you save, it should be with all the stuff required - because it's Check Points. And if you pick up Item_01 and not reached a Check Point, and restore - you will need to pick up Item_01 again.