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Post news Report RSS SkullDive Dev Diary #11 - The beginning of the end!

SkullDive's alpha is almost here! Today I'll bring you the changes of the last dev week including the biggest one, the complete save system. [Animated Images Inside]

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LogoAlpha

Hello fellows!

It's been a hard week for me here, I've found a huge challenge programming the save system but finally I have it done, nothing can stop SkullDive's progress!

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Since I want you to have the best possible experience while playing SkullDive's Alpha I wanted to create a save system since the first build because the dungeon will be huge and beat it at once can be a real challenge.

I will explain how the save system works, but first let's take a look at SkullDive's changelog.

changelog

  • Save system completed.
  • Added a new light render system including Bokeh screen reflection effect.
  • New player collision system ( Calculations only )
  • More SFX!
  • Fixed some bugs involving skills.
  • New main menu, with load system enabled.
  • Added new models for save points.
  • Fixed some map zones with render glitches.
  • OUYA debugs.
  • Added save-points.
(New bokeh light reflection with camera move response and new light render system fx)

And this is it, now let's start with the explanation of how the save system will work!

DescImage12

Normally this kind of games have an automatic save system.
Well, not at SkullDive.

SavePoint
(Save Point)

You will need to find a SavePoint to save the game(As the name says, it's a SavePoint).The SavePoints are small sacred Anima sanctuaries, and they will keep the data until the current point in the game, saving Health, Anima, Keys, and everything related with the Skull World.

This points will recover your AnimaPlasma tank to his actual maximum capacity.

Well, that's all for today!

Thanks for your feedback, I'm very happy to have this awesome support from you and I promise that SkullDive will not disappoint you at all!

Again, my most kind regards and thanks for reading.
-Rob

Post comment Comments
Gn0meSlice - - 568 comments

Seems like you struggled a bit with the lighting, but I have to say it looks fantastic now. Much better. Well done!

Do you think I could also suggest porting it to the Playjam GameStick from the OUYA? I may have tweeted you about this already...

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robertwiggin Author
robertwiggin - - 52 comments

Uoah, god.. I've pressed by mistake the minus karma button, freaking Mobile -.-
Since I don't have a pro android license yet the Ouya and gamestick build will be delayed a bit, the game uses a lot of lighting features and without them it will not look the same.
By the way, is there a way to get a dev gamestick from Spain?
Thanks for watching the game and for the feedback, and sorry for The Karma thing!

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Gn0meSlice - - 568 comments

Haha, don't worry about it.

I wouldn't worry too much about delaying the android console version[s]: the main thing is probably to get it going on one platform and then port it right?

Also, here's some info about getting a developer gamestick, with a contact email you can use for questions, it looks like: Gamestick.tv

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thejamesanderson
thejamesanderson - - 212 comments

Looks like you're nearly there. Congrats on sorting out the save points, it's a great feeling when you accomplish something that's been difficult to work out isn't it.

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robertwiggin Author
robertwiggin - - 52 comments

Hi again!
Yes, I've struggled a lot hahha but this feels so good right now!
The game is taking the shape that I've always wanted and thats the true point of it! I cant wait to release the first alpha to show you guys how Skulldive has changed
changed!
Thank you again for your support mates!
See you soon!:)

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simplysh
simplysh - - 71 comments

Man, I can't wait for your next playable demo. Great stuff!

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robertwiggin Author
robertwiggin - - 52 comments

Hello!!
I can't wait too!
hahahaha

thanks for passing by simplysh! ^^

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