This week I had a lot of fun working on the saving aspect of the game. Xbox Games have a series of "Evil List" elements that make a game not passable. Saving can be a big issue if the game looses power or the memory stick is pulled out while saving to the hard drive. I spent a lot of time researching online to do my best in getting this right the first time and was able to get saving to work right the first time. My implementation includes a bunch of states that are telling the game where it is at when it tries to perform an action.
public enum SavingState
{
ReadyToSelectStorageDevice,
SelectingStorageDevice,
ReadyToOpenStorageContainer, // Everything starting here is after receiving storage device
OpeningStorageContainer,
ReadyToSave,
WorkingWithSaveData
}
Depending what state the saving state is, the backend saving machine would act accordingly so that the game doesn't freeze. The implementation I went with is so that the game can use auto-saving throughout each objective collected within. The team is in the process of figuring out what we want to save so my implementation is on the side until we find out what we want to do with techniques of saving.
I also helped James debug his system of getting an Avatar show up on the screen. He was struggling for a few hours and asked for my help since I have experience in Visual Perception. The issue turned out to be that the scale of the camera and viewing box was so large that any item in front of the camera was shrunk to less than a pixel which made it appear as though it wasn't there. I taught James of these parameters and what they meant and the avatar appeared beautifully in front of the camera in the main menu screen.
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