Chris Rogers Devlog 3/26
One of the biggest things which I have learned through Space Mail's development for this current build is the saving of data and transferring data across scenes. Up to this point, I had never needed to transfer data across scenes in Unity, or save data across play sessions. Because of this, the game would always start from square one when the player began, and every single scene would be the exact same, regardless of what the player had done in previous scenes. For our game, this would not be possible, as so many things needed to be tracked and saved across scenes, like the player's total score, the difficulty level, and the scores which they got on the individual minigames. One way to do this was through static variables, however we initially ran into issues with overwriting and changing them so this idea was quickly scrapped. The next solution was PlayerPrefs, where specific objects and their values can be saved into the game's memory, and we came to the realization that not only was our solution, but it was very easy to take advantage of and improve our game's quality through. This way, we could transfer data across scenes easily, save important variables for later use, and keep a player's session data saved and ready to be accessed for their next play session.
Get Space Mail (2023)
Space Mail (2023)
Rise through the ranks of the Federal Space Postal Service
Status | In development |
Author | Precipice Games |
More posts
- Second Cutscene is Done 4/15/2023May 15, 2023
- First Cutscene is Done 4/10/2023May 15, 2023
- Assets have been Created 4/3/2023May 15, 2023
- Cutscenes Decided and Development Begins 3/20/2023May 15, 2023
- Ideas Created for Cutscenes 3/8/2023May 15, 2023
- Greg Beaudoin Devlog #6 (5/11/2023)May 11, 2023
- Front Page DesignMay 10, 2023
- Staff CharactersMay 04, 2023
- Nicholas Fisher: Playtest Results - 5/4May 04, 2023
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