In this part of the series, we will be implementing a more robust save system than the one we had in the previous part. As we have recently created a robust save system asset called the Bench Universal Save System for the latest part of our Metroidvania series, we are going to upgrade our save system to use it (and make the development of our save system much easier).
On top of that, to test out the save system, we are also going to implement the power-up screen into our project as well, so that players will be able to buy something with the coins they have collected.
In Part 15 of our tutorial series, we will be working on implementing a new and improved save system that supports multiple slots for our game. This new save system will be more robust and less buggy than our old implementation, which used the deprecated (and less flexible) BinaryWriter class in C#, and had a multitude of problems as a result.
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Our upgrades will include the ability for chests to level up existing weapons and passives, grant entirely new ones, and reward players with multiple items at once—ranging from 1, 3, or even 5 rewards per chest.
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Ever wanted to create a game like Harvest Moon in Unity? Check out Part 34 of our guide here, where we fix a few bugs and implement a new storage system for our game. You can also find Part 33 of our guide here, where we created our weather system.
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In Part 14, we are going to be improving upon the pickup system, and the UI overlay that pops up when you pick up an item. We are also going to be using the hit stop system that we made in Part 11 for the UI interlude that happens whenever we pick up an item.
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Ever wanted to create a game like Harvest Moon in Unity? Check out Part 33 of our guide here, where we fix a bug with chicken hatching, and add new features to our inventory system. You can also find Part 32 of our guide here, where we created our weather system.
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In the next part of our tutorial series, we will be implementing a save functionality for our coins and coin pickups. We'll be introducing a coin system that persists across play sessions, allowing players to track their progression. Alongside this, we'll add new pickups that reward players with coins during gameplay.
Currently, there are no persistent rewards tied to completing levels. By introducing collectible and usable coins, we create a more engaging experience where players feel rewarded for their efforts and have meaningful goals to work toward.
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In the last part, we focused on building a new, modular and much simpler way of handling UI. We are following this up in Part 13 by upgrading and simplifying the code for our health and mana UI as well, as there are a couple of problems with it.
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Ever wanted to create a game like Harvest Moon in Unity? Check out Part 32 of our guide here, where we added touchups to our in-game scenes and a new weather system. You can also find Part 31 of our guide here, where we went through the food system, Inn characters and lighting.