Golden Path Playable and Multiple Save Files (Devlog#43)


Multiple File Select

I finished implementing the LAST thing I decided to implement. For a long time, I had thought about adding multiple save files. I knew it was going to be a bit of work. The whole game was set up and working properly considering just one save file, so I knew that adding multiple save files would cause some issues.

To my surprise, only a few issues popped up. The fact that I had all the save logic in one place helped me tremendously. Before, the game was reading straight from the only save file I had. I changed it so it would read from the currently active save file.

I already made a distinction between Player Save File and System Save File. The player save file is responsible for game progress data while the system save file is global and stores data about language and other options.  So with the change I ended up with 3 Player Save Files but I kept the one System Save File that is shared throughout the game.

To wrap it all up I made a nice File Select screen. I started by copying my Area Select screen, and I was very pleased with the final result.

Reworked Area Select Screen

With the newly added File Select screen I had to change my Area Select screen to differentiate the two. To be honest I was already thinking about changing it. I felt that the text was squeezed up on these card-like layouts I had for each area.

The final result is much more concise. It was just a matter of readjusting the Area Items I had. The only new thing was I added a mask on the right with a triangle to show a preview of the area. I might come back to that one later to make it more smooth.

Again, I was very happy with the final result. I am not a BIG fan of working on UI, but as I have mentioned before it is a nice change of pace after working on combat.

Game Balance

For the most part, this month was about playtesting the game from start to finish. I was happy to see that I was able to progress through the game without game-breaking issues showing up.

That being said, balance it tough. Since I have been making and playing the game for so long, my skill level is probably higher than most people will be.

It is nice to see that even after putting so much effort into the game, sometimes I do catch myself having fun when playing the levels. That's one of the major benefits of having some degree of unpredictability in games.

So while I think the game is "fair", I am taking steps to make it easier. At the current stage, if it is easy for me it will probably be the right difficulty for a regular player. I want most people to play it, feel good, and have fun.

In the end, I want the hardcore players to go back and challenge themselves if they want to get all the achievements.

Small wins

  • Added VFX feedback when equipping lucky gods.
  • Final art for soul, stinging grass, and spike trap integrated.
  • Increased drop rate of all enemies.
  • Decrease boss HUD size.


Closing

Aside from all the playtesting and save file system I also reworked my pitch deck. I am once again trying to reach out to publishers and registering for events.

The plan for July is to continue playtesting and balancing the game. There is also plenty of new art to come in still.

I am excited as the game is wrapping up and I can think about future projects.

But, for now...! If you like Yurei or know someone who may like it, wishlist it on Steam. It helps a lot with the project.

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Thanks for reading all the way. Keep an eye out on Twitter @brightflask.

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