Devlog - March 13th 2022


Save/Load system extension & art style experimenting

This week I did mostly continue the work on the save/load system. While the basic system had been completed last week it still required small additions, improvements and fixes at various places. Both the terrain and road systems are now fully integrated with the save and load system too. I did spend a fair amount of time this week making the saving and loading automatic so it can be tested without manual input by the player in the second tech demo. I finished said second tech demo this week too so I will be providing a few players with the tech demo to test out the performance and speed on their hardware. Like I said in the last devlog, if you are interested in testing the tech demo feel free to contact me. Be aware that this is not targeting any gameplay and purely focuses on isolated parts of the generation and save/load system. If you are looking for gameplay you’ll have to wait for a little longer. While not featuring the full save/load system in this week’s tech demo, it’s sufficient enough to get a feeling for performance, speed and general functionality. I also spent a little bit of time experimenting with a different art style which I will be implementing next week to see how it feels. Feel free to let me know which one you personally like more. More details about the art style in next week’s devlog.

Notable tasks this week:

  • Extended and improved dynamic & generic chunk save/load system
  • Experimented with different art style (left current - right experimental)



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That’s all I got this week. I hope you are all doing well.

Stay safe out there and I’ll see you next week.

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