Welcome to another Tuesday Update for Run Die Repeat!
Much like the previous update, the majority of what happened in this update is behind the scenes – code improvements, refactoring, save/load functionality completed, etc. But that doesn’t mean it’s not great nonetheless! I think one of the biggest advancement is that I now have enough of the game together to be able to build it and make it a standalone! You know what that means, right?
Demo Coming Soon!
Yes! That’s right – because it’s now stable enough to run without too many weird things happening, I can put together a little 9-level demo so that you can get a taste of what’s to come =D
So, stay tuned for more information on that little bit of excitement – coming soon to an itch.io near you!
Wanna watch a video?
Great, here’s the video version of the Tuesday Update!
Gameplay Features Added: Elevators and Pipes!
In an attempt to make navigation more complex and maze-like in some areas, confusing-but-not-annoyingly-so, and, in the case of the elevators, to allow transferring from one area to another faster, I’ve added elevators and pipes to the game’s feature set. Hopefully this will help with making future levels, as this will give me some more things to work with.
Saving and Loading are complete!
One thing that had been hounding me from the beginning was trying to figure out the best way to save and load the game data – XML in this particular case was too cumbersome, with all the little data points per level such as deaths, score, etc, so I finally settled on Serialization. Of course, when (if?) I make an XBOX version – gotta get the MS approval of course – I’ll have to come up with something different, because UWP doesn’t support Serialization – but the structure is there, so it shouldn’t be hard to convert it to something else. I’ve written the save/load functions to support up to fifty levels, and going beyond that won’t be a problem, either, assuming I can come up with 50 unique levels, of course. So, that’s progress!
My next “big thing” is working on the pause menu functionality – once that’s done, I can release a demo! =D I’ll also be working on some more levels, as well as a couple of new gameplay mechanics that I’ve got on the backburner for later levels. So – let me know what you think of RDR so far! Thanks for reading!