DevLog #2 : Saveing Is Odd



Hi everyone, here's a little update on the state of the game. I've implemented everything on the "To Be Implemented" list in the past Devlog, so progress has been made. It didn't seem like that much work when I wrote it down, but implementing it has changed my mind. I also learned a bit about how Godot handles save data which is pretty fun. I might get less time in the coming weeks to work on this project, but the main underlying structure of the game is working so that might just cancel things out. I don't think it is quite ready to be released as a pre-alpha state, but that might change in the coming updates.

Has Been Implemented:

  • ✓Improve Main UI
  • ✓Post Win Shop
  • ✓More Basic Cards
  • ✓Give Cards Titles
  • ✓Save Feature
  • ✓Complex Cards
  • ✓Naratif Cards

To Be Implemented:

  • Background Music
  • Sound Effect
  • Card Highlighting when hover over
  • Transitions between scenes (GameOver, MainGame, Shop, etc)
  • Card Animation
  • Specialized UI for shops

The fun things about Godot Saving:

As I had to implement a save system into my game, I had to do a bit of Googling on how to do such a thing. That's when I stumbled upon some GDQuest videos that covered just that. The system works by saving a file with the entire content of an object, including its code. While that doesn't seem bad at first glance, it actually makes save files a vulnerability, where someone could potentially put a virus and infect someone else's computer. This did make me wonder how often do people share saves with people they don't know. If you have done that before, please tell me why in the comments. I'm curious.

GDQuest Godot saving tutorial:

GDQuest Fix to save exploit :


Game Images:

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