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Anon42
Anon42

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Checkpoints - check!

Hey there, everybody! I took a little bit off to recuperate after the chaos of releasing v.08 on time, but I've been back at it for a while now. I wanted to wait until I had something visual to show off, but ehh. A small, text update is better than no word of progress, right? Anyhoo, I finished implementing the checkpoint system today! It needs a bit more testing, so I'm sure I'll have some more bugs to stamp out, but it works pretty smoothly for the most part. The basics are, when you walk into a room that is designated a 'checkpoint room', you'll automatically register a checkpoint there. Text in the upper right of the screen will notify you that you've reached a checkpoint, and any time you die after that, pressing F12 will respawn you in that room rather than at the start of the game. Now, here's the fancy bit: if you die after collecting a powerup, say the Wire Shot upgrade, or after killing the first boss, you'll still keep your progress and any collectibles you found! All that happens is you get pushed back to that room. This obviously won't be the case for the final game (where checkpoints won't even exist, and there will be a dedicated save system instead), but I figured it would be a nice little mercy rule for the sake of beta playthroughs. Hopefully this will make playing the beta a lot more fun for all of you, now that there's actually starting to be a good amount of content to play through! That's all I have to write about for now, but expect a visual update sometime in the coming days as v.09 continues smoothly on the road to release! -A42

Comments

Yeah, that's exactly how it works. Later on when a real save system shows up, that won't be the case, but I have some system reworking to do before I can implement real saves.

Anon42

What would happen though if the game completely closes? Do the checkpoints only remain as long as the game remains running?

lightningshifter

Any updates are welcome and this sounds good to me :)

Mostacho


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