Loading: Handling Time
Today I'm back to continue fixing issues with loading a saved game. I made a quick update to my time handler to force a save when the day rolls over automatically. One less thing for the player to worry about. But now I have to figure out the issue with time signal emissions during game load.
I wasn't exactly sure how to fix the issue. In an attempt to figure out what needs to happen, I fed the time handler script into a fresh chat instance to let it decide the best approach. But, during the creation of the prompt, I happened upon the solution to my problem. At least, I think I did. It seems that all I really needed to do was change the order in which things happen in my time handler.
A couple of quick, simple changes today is all I needed to really feel like something was done. So, what comes next? There is still so much more to do. The next big steps are going to be the actual game world itself. I need to start designing everything. That means building out interactable items, buildings, and an actual interaction system. It's a big lift.
Xenodochium
The future is what you make of it!
Status | In development |
Author | Munchmo |
Genre | Role Playing |
Tags | 2D, Cozy, Godot, Indie, Life Simulation, Pixel Art, Sci-fi, Singleplayer |
Languages | English |
More posts
- Refactoring: Cutscene Player6 hours ago
- Localization: Finished, Terminado, Fertig, Tapos Na!1 day ago
- Localization: Digging Deep2 days ago
- Localization: A Return2 days ago
- Of Dragon Con, Debug Overlay, and Localization7 days ago
- Dragon Con: A Vacation9 days ago
- Dialogue System: Talking Points Go BRRRR11 days ago
- Dialogue System: Talk About It12 days ago
- NPCs: Let's Talk!13 days ago
- NPCs: A Simple Start14 days ago
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