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roadtovostok
roadtovostok

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Dev Update (02/01/2023)

Hi!

Here's a quick dev update.

For the past few days I have been making a new saving / loading architecture since the old save system in Unity was based on dedicated Unity asset (a bad idea) and that could not be ported.

This old system was really bloated since it was a universal solution to meet most game projects and usually these types of universal assets are bloated just because of this.

So, I made this new system from scratch and it's much much better for this game, it's easier to debug, easier to expand and in general multiple times more enjoyable for the developer since there's less clutter and it's now tailored specifically for Road to Vostok.

This new system is now connected to the shelter, character, weapons and game progression in terms of Vostok permadeath maps etc.

The only limitation (in purpose) is currently that saving loot happens only in your shelter containers, so I didn't implemented a loose loot saving for the shelter yet. I'm still considering if I want to add that and activate the item placement feature (which was used in Unity) to this first gameplay loop demo since that placement feature is tied to physics and there's many things that could go wrong with having total freedom of placing items and saving them whenever you want.

This feature definitely return at some point and the save system is already designed to support that but I might go with just containers at first to make sure that there's no unexpected physics bugs if players can store hundreds of physics based items all over the shelter surfaces.

But in anyway, this new save architecture was the biggest missing feature for upcoming gameplay loop demo, so I'm really glad that I got this working this early on.

I will start rebuilding and modifying the maps for Godot probably tomorrow and I will start from the Shipyard map.

One interesting thing that I'm excited to see is how Godot can handle water shaders and water in general since that's one of the main elements for this Shipyard map.

- Antti (Developer)

Comments

Wrong thread but is the exposure of the night vision adjusted between Times of Day and Weather at all? It seems terribly dark when using Night/Thunder, you can't see anything indoors.

jNSii

Awesome progress. This probably isn't the right spot but I noticed a bug in the game where If I switch off a gun with an optic it loses the optic. (Ex: If I have a kar-21 with an optic, and switch to my Mosin, then back to the kar-21, the optic has dissapeared).

RækØ Ŧæĸø

Can't wait to see everything come together. Thank you so much for these updates!!

xXMetalFlakeXx


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