SGG Devlog

April 2024 Part I

Worked on Quicksave, movement, player actions, component outline

- 2 min

Development Update: Quicksave Functionality and Movement Mechanics

As I continue to refine the gameplay, I’ve focused on enhancing two core aspects since the beginning of the development process: quicksave functionality and player movement. Here’s a detailed look at my approach and implementation:

Quicksave Functionality

My goal with the quicksave feature was to make it both fast and seamless:

  • Persistent In-Memory Storage: All necessary data, including variables to be saved and the game object itself, is always loaded in the Game Instance to facilitate rapid saves.
  • Initial Setup: At the start of each session, the save game object is either populated with default values for new games or loaded with existing game data.
  • Dynamic Data Handling: Changes in gameplay variables are immediately written to the Game Instance, ensuring the quicksave object is always current and ready.

When players trigger a quicksave, the updated object is swiftly written to disk without interrupting their game flow.

Movement Mechanics

The movement system is designed to put strategic control into the players’ hands:

  • Target-Based Movement: Movement is initiated by placing a target on the game map, allowing players to plan and execute their actions with precision.
  • Time Acceleration: To add dynamism, I implemented a feature that lets players accelerate time, affecting movement speed. The player pawn’s movement component adjusts its speed based on interactions with game elements that modify it, typically set at 300cm/s for walking but multiplied by many factors in the game like being in a forest or if it is raining heavily.

By developing these features, I aim to enhance both the strategic depth and the immersive experience of the game, giving players more control over how they interact with the game world.