The Save System! (Patreon)
Content
With all the play testing I've been doing it becomes super obvious how much it sucks not to have your progress or actions save in the game. On an abstract level I understood this but kept thinking that since it's so early in the development process that it wouldn't be too bad. Hah. Nope it sucks. So... with that in mind I sat down and worked on the save system all week. I'm still testing it and I'm sure there are going to be bugs. But it seems relatively functional in my small scale testing.
Currently there's only one save slot but it's set up in a way that adding additional save slots should be relatively easy.
Interior areas will save containers and their inventories, placed objects like player furniture, and dropped items from the players' inventory. As well as destroying or removing any of those objects from an interior area.
Exterior areas I'm still working on. But! Containers in the exterior overworld will save out their contents and their respawn timer. Dropped inventory items currently don't save on the exterior overworld though.
Town named NPCs will save and load inventory changes, equipment changes, and any body morph changes. I still need to hook up the health values and checks to see if they're low health or whatever. Oh and their status should be carried over no matter where they spawn.
And the player character is still mostly using the old save system and should hopefully be functional to load into exterior levels and anywhere on the exterior overworld. This seems to be working in my very quick tests so far.
All of this stuff will be autosaved on the fly. So whenever the player enters or exits a building, when they open or close a container, or even when they quit or load the game it'll automatically save the relevant data to SaveSlot0 in a specific folder structure.
One thing to note is I haven't done the logic for creating a new game yet. If I don't get to that before the build goes out starting a new fresh game will be as simple as clearing out the SaveSlot0 folder.
So that's it for this week. Sorry, I really should've tackled this system sooner than I did but I'm hoping that this will help tie things together and make it feel like more of a game once I can get this build out the door.