All language subtitles for 67. Creating a Meta Progression System

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Original subtitles

Now that our game is in pretty good shape

Visually and gameplay wise

There is one final mechanic that I want to add into the game

And that is meta progression

Most games in this genre

Have some way

Tuchel

Permanent upgrades

Based on

What you're accomplishing in the game in those permanent upgrades

Can

Affect

Every subsequent run

So I'm going to walk you through the process of building out a framework that you can use

To implement however many

Upgrade you want and also how to save and load that data from the disk

So that

Persists in between gameplay sessions

So the first thing that were going to want to do is let's just

Set up

Code

For supporting

Metre upgrade

So the best place to put this is going to be in a

Sing

And that means that weekend reference that data from anywhere

The code

But also it's going to allow us to save and load the files at any point

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During a game weather in the game or in the options menu at the moment

Whenever is necessary

Someone who

Golden place will go through the process of saving the data

And loading it from the disc and then we'll build a UI

So that the player can actually put points into that progress

What's going on in create a new node

And we're going to create

Our route now

Of type no

And then let's call it m

Manager

Or let's can't medipro

Progress

Like

I was describing

Anna let's do scenes

And then I delayed will save it

What's going on at a script of this metal press

What is Our Data going to look like well

I think we're going to pretty much use the same

Strategy as what we have for our ability upgrades

So I'm going to

Create a new folder on a resources

And then I'm going to call this medical grade

Meta underscore

Upgrades

And before we doing the code in the meta progress

Let's create a script under mega upgrade

So Michael

New

Script and call it

Meta underscore upgrade

GD

OK then let's go ahead and open up that matter upgrade

And this needs two extends resource same as what we're doing with our

Ability upgrades here

And that we're gonna do is we're going to add an export variable

I'm going to give this an idea again so this is going to be ID string

Then let's export

Another variable called Max quantity and that will be an Int

21 by The Fall

Anna let's give it a

Tidal

Bar title

String and then

Unless do export underscore multi line

Via

Description

String

Ok so what are some

What is one upgrades that we can add

For the player

Because our game is not full of content

There's not really anything to creative

Can do yet

I think one obvious thing that we can do is increase the drop rate of

Experience rate so that the player can get upgrades fast

I'm not really paying attention to match two balancing this game

Balancing is a hoarder can of worms that

Alarm time to get through

I'm just trying to show you throughout this course how you can approach adding new things that doesn't necessarily mean that they

You think you're going to be balanced or good for the

So

Let's go ahead and create a new resource under the minute upgrades or right-click that folder

New resource

And then let's go ahead and add a base type resource here

And let's call

What's experienced underscore game

Double-click that experience game

And then drag the mirror upgrade into the

And you should see all of the ideas here

Navigate to Wright experience gain in the ID here

Max quantity can stay at

1

Let's call the title increase experience

And then

Let's do increases

Experience

Drop

Chance by

Ten percent

A very basic upgrade that we

So you've got R1 upgrade setup

Let's go back to the meta progression script and let's do a little bit of planning about how our

Save data is going to

I'm going to create a new variable called

M upgrades

Then this is going to

A type of dictionary

And the weather I'm going to set this as I'm going to set it equal to an empty dictionary

But just for demonstration purposes

I think what's going to happen is we're going to have

The ID here so it's going to look like something like experienced game just like that

And then there's going to be a sub dictionary here

And there's going to be a quantity

Which is going to be 1 or something similar

And the reason why I like to do nested dictionaries as because imagine your building this as a fool

And you have some other data that you want to associate with the experience

If you just had what city experienced game said to one right there

You would have a hard time associated more data with

Whereas

If you had just a sub dictionary you can add any number of additional properties under here

So you want Sofia insta

Let's say that I wanted to tell the player

When

They picked up

There's a billy I can say

Acquired

Time step

Right and then this could be some kind of numb

What kind of what I'm going to set it up as so the currency that's going to be used for these upgrades is going to be the total amount

Experience that you

So in addition to experience levelling you up and the game that's going to get added to a number

In the mirror upgrade

So

Actually what we're going to

How to do if something like

What's it called is currency

Upgrade currency

Like so

And this will be something like cereal

And then I'm going to have another key

Underneath the car

Upgrades

And in this upgrades Dictionary that's where you're going to see things

Experience game

So it's really important to plan out

What you want your data

Look like

And so now we've got a top lever

Which can tell us

Things about the play

Progress

And we might be

Even able to store more data in here like we could say

Win count rate

And then last count

And then we can also store the upgrade currency and the current

Let's call this m upgrades and M upgrade

Currency to be very

Southway

Initialise a dictionary like this

Now the data is becoming very clear right we can add more top level on related stats to the

As part of the same file

And then we have a very specific key that keeps track of all of the

Solicit the beauty of dictionaries as that you can store

Arbitrary nested data very sensibly

But I'm going to get rid of this Wincanton last count and just keep it like that

And then I'm probably going to get a let's just remove the experience game here

And so this is my stepdad

Are we actually leave it like this as well

ASDA

Initialised version of the digger

So we got a metre upgrades now

Let's go ahead and increment this metal upgrade currency

Whenever

The experience is increased now fortunately we have in our game events we have

This

Experience vile collect

Right and we can actually listen to that in our Meadow progress

Project project settings auto load

One thing that we need to do before we can do that is we need to

Dad dad

Meta-regression to r

So let's go ahead and click this load button

Go to seems autoload

And go ahead and put in the meta progression tscl

Click

And then close

So now

Dad's Ian the

Fintry this meta progression we can in are ready method so let's too far

Ready

We're going to

Say game events

Dart

Experienced by all collected dad can I

And they're on Xperia

Collected is the

Function

Anna let's go down

Do the same thing so fun

On Experian

Collected

Alright

So in here

What we want to do is we want to first of all the number comes in as an argument here so let

Specify that

And then we can say

Mirror upgrades

And then

The index which is made

Currency

Plus equals

Number

So now you're just constantly keeping track of the experience that was killed

OK now it's about another function

Admiral upgrade

And we're going to pass in the upgrade which is of type in let's go ahead and give

H m upgrade Script so go ahead and open up Meadow upgrades

GD

Give It A Class name of meta up

So class name

Mirror

Excel

CD go back to your meta progression

And let's make this type in here

Type of metre upgrade

So now or going to do

Is we are going to The Fall

We're going to say

Mela upgrades

Metre upgrade

Let's let's change this so this may upgrade radio this variable which change it to save underscore

Potato

Cos that's a little bit more descriptive of what we're doing with this

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And then let's change it here save

Data

Exchange

In his own experience collected as

So if save data met upgrades so that's this key right here

Has

And then in here we want to say

Upgrade

And that's actually invert this also

Not what you can use the word or you can use exclamation mark

If not save data has upgrade ID

Then what we're going to do is we're going to say save data

Index metre upgrades

And then index

Upgrade.ie is equal to

And then let's go ahead and set a default quantity

Of

So what is this

What is the saying is that if we don't yet have an entry for the upgrade that were passing in

Then what we're going to do is we're going to set

That entry

To have a default value of quantities

So that means that essentially after we had the experience upgrade

Or experience gain

Upgrade

It's gonna look like

Experience game

And then it's going to have

An object like cell

That's what we're creating

If it doesn't exist

I never we can do it since we are now guaranteed that this

Save data has that upgrade with in the middle of grid

We can say say

Underscore dealer

Mirror upgrades

And then upgrade on ID

And then quantity

What's equals 1

Did you see what we're doing now

We are now referencing that quantity

And increasing and I might be so why don't we just say it do it here because

This will work every single time it is that conditional

Inherited condition

So if we said

12th day one then we have to return at the function

It just makes more sense to set up the initial empty object the initial object structure

And then always add 1 to it rather than deal with the other conditions

So after we are the upgrade I'm going to go ahead

And I'm going to print that save data just for

Just for debugging purposes and then in the ready method let's go and tell

Let's do admin upgrade

And then we're going to do a

What's a load

Res

Experience game

So

Well loading this pathway

Resource

Meta upgrades experience game

And so soon as we Run the game

What we should see

We should see

H dictionary printed and you can see that's exactly as we expect it right we have no upgrade currency

We have no

We have one metre upgrade with a

The other one

So that's all working so I'm going to remove that code

Because we don't need that now remove the printer as well because we verify that is were

So that's our data set

In the next lesson were going to set up saving and loading that data

From the door

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