Continue Your Game: The Jam Daily Devlog #7


Okay, so I know this one is technically a couple of hours late for Day 7, but last time I checked, I didn’t hear no bell. Who needs a healthy sleep schedule anyways.

Today’s a fairly minor update day, all things considered. I’ve refactored the save system, in order to store the new flags set by the game. After quite a few tedious hours setting everything up, and several more agonizingly debugging every issue that cropped up...it is done. It’s...actually finished. It’s kind of surreal to know that, technically speaking, I’ve accomplished everything I had promised in that old devlog from years ago, aside from the actual content itself.

...that is...if not for one glaring issue I realized literally now while testing. I don’t know if it’s because things ended up more optimized under the hood due to my refactoring, but the enemy turn in battles now runs *way* faster than it used to. I then checked and noticed that I uh...neglected to uh...actually multiply speeds by the delta value. So uh...I now have to retweak the physics. Whoops.

It shouldn’t be too difficult to fix, of course, just a bit tedious to try and get the game feeling right again. It should be a quick fix, and of course due to this issue. as well as a lack of time actually properly testing the new save system, the planned minor update for today has been delayed until tomorrow. Sorry about that, but I do want to make sure new issues don’t arise out of these new updates as much as humanly possible.

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