Dialogue system and save system for Metroidvania 2D

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qest43
Posts: 33
Joined: Thu May 26, 2022 9:22 am

Dialogue system and save system for Metroidvania 2D

Post by qest43 »

Hello, I am making 2D Metroidvania game in Unity, I have Dialogue System plugin and also Easy Save 3.

In my game I want to make 3 save slots, for 3 different games/characters, so every character will have only 1 save slot, same like in Death Gambit.
I want save:
-Player position
-Ultimate Inventory System Opsive (Items we will have)
-Dialogue System variables
-Pixel crusher quest progression
-I want to keep most of enemies alive on the map, when we will transit to other map and back enemies will respawn, but I want to keep dead bosses, if we kill them once they dont respawn.

Should I use Pixel Crusher save system or more Easy Save 3? And can I have support how should I make this save system work?
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Tony Li
Posts: 21977
Joined: Thu Jul 18, 2013 1:27 pm

Re: Dialogue system and save system for Metroidvania 2D

Post by Tony Li »

Hi,

Use the Pixel Crushers save system. You can also incorporate Easy Save 3 if you want, but I recommend getting the Pixel Crushers save system working first, and then incorporate Easy Save 3 afterward.

Here are the instructions: Save System. The easiest way is to download and import the SaveSystemPrefabs from the Dialogue System Extras page. Then put the Save System prefab into your scene. (Do not add a SaveSystem component to the Dialogue Manager GameObject in this case.)

> -Player position

Add a PositionSaver component to the player. Set a unique key such as "playerPosition" and tick Use Player Spawnpoint.

> -Ultimate Inventory System Opsive (Items we will have)

Follow the instructions here.

> -Dialogue System variables
> -Pixel crusher quest progression

Add a DialogueSystemSaver component to the Dialogue Manager GameObject. Set a unique key such as "ds".

> -I want to keep most of enemies alive on the map, when we will transit to other map and back enemies will respawn, but I want to keep dead bosses, if we kill them once they dont respawn.

Add DestructibleSaver components only to the bosses.
qest43
Posts: 33
Joined: Thu May 26, 2022 9:22 am

Re: Dialogue system and save system for Metroidvania 2D

Post by qest43 »

Then you for answer!
there will be a one more case also, opened chests, I don't want to remove them from map but save opened status of them.

And I have seen in your yt tutorial you use mouse cursor to operate on dialog in game, how can I use only keyboard to that?

If you say I should use Pixel Crusher save system why should I use EasySave3 later? For what then?

I have also bought Pixel Crusher Quest Machine, should I use it with Dialogue System or that one included with Dialogue System is already same thing and I don't need to mix it?
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Tony Li
Posts: 21977
Joined: Thu Jul 18, 2013 1:27 pm

Re: Dialogue system and save system for Metroidvania 2D

Post by Tony Li »

> there will be a one more case also, opened chests, I don't want to remove them from map but save opened status of them.

You can write a custom saver or use an AnimatorSaver to save the state of the chest's Animator.


> And I have seen in your yt tutorial you use mouse cursor to operate on dialog in game, how can I use only keyboard to that?

Inspect the Dialogue Manager GameObject's InputDeviceManager component. Tick Always Auto Focus.


> If you say I should use Pixel Crusher save system why should I use EasySave3 later? For what then?

Only if you want to use some of its features. You don't have to use it. The Pixel Crushers save system works completely fine without it.


> I have also bought Pixel Crusher Quest Machine, should I use it with Dialogue System or that one included with Dialogue System is already same thing and I don't need to mix it?

It's simpler to only use the Dialogue System. You can use this feature comparison chart to help you decide If you want Quest Machine's additional features.
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