When using C#, Interfaces are something easy and quite natural to implement. But since we’re using Unreal, it has been quite a challenge to find reliable information for implementing certain design patterns in C++.
This is especially true for Interfaces, as the pure C++ implementation has nothing to do with the way it’s implemented in Unreal.
Saving and loading a game is something that any game should have by default these days. But after all these years, we still don’t have a universal way of saving data and each game uses different methods for storing and loading their info. This is pretty much normal, since the way we store the data depends on the type of game you’re making and how you’re making it.
For us, Afterloop is all about zero loading times, and choosing a format like XML and JSON for saving was out of question due to their slow parsing speeds.
We started with binary serialization, but soon enough we had problems making saves backwards compatible, we needed SPEED and FLEXIBILITY. Flatbuffers had everything we needed.
In this post, I’ll explain how we used flatbuffers for saving and loading data in Unity.
Flatbuffers might seem scary and mysterious at first, but in reality it’s not that hard to use !
Obviously, this is not something that beginners should use but since I couldn’t find any examples of flatbuffers with Unity3D on the web, I had to make this post.
We’ve been working A LOT on the sequel to this hell-spawn game ROTE, adding new features, new levels, new ideas and everything that went through our minds and that were feasible.
We know that many of you liked the clean style of the whole game, but if the game ends up too clean it would look boring and repetitive – especially on big screens.
Since our goal is to publish the sequel on almost any platform we can afford releasing on, we decided it would be a pretty awesome idea to add few objects in the game… and by few I mean lots of objects! But unfortunately, this lead to some problems.
As you may know, we are currently working on ROTE Revolution, which is a 3D game with an Isometric camera and a top down view. In this new version we decided to add 3d elements and sceneries to our puzzle. That idea looked cool, but little did we know that we were running straight into a wall.
Here are some tips for you, in order to avoid having the same issues as we encountered, and also how to improve the look of your game!