Website Updates & Releases Soon

This is just a post to update you all on what I’ve been up to over the last few weeks with both the website & some of the asset store assets. Its not been too long since my last post but I did want to update you one the website changes and the progress of the Save Manager mainly.

Website Changes

The biggest and change that you would’ve seen is the new navigation menu setup. I’ve gone ahead and expanded it to have links to all major products currently active. The reason for this was to help indicate to visitors that there were extra pages for assets / games etc. As the homepage doesn’t illude to this too well. The sub menus also include Scarlet Library under the resources section. This being a code library I’m slowly working on for Unity which houses scripts I use between projects. It is well overdue an update when I get the main goals for this year done.

The other main change is more subtle unless you’ve tried to access some of the assets documentation. As the documentation for some assets have been ported to the website, instead of being an embed of a html export from Notion which it was before. The biggest upside to this is the ability to search the documentation! The solution isn’t perfect, as I’d like the option to add a landing page for each docs but otherwise this is much better than the other idea I was trying and mentioned in my last post. Below is a screenshot of the Mutli-Scene docs as they appear on the site now (https://carter.games/docs/multiscene/):

The only other website changes are in the backend, which should improve the sites performance a tad. The site isn’t on an expensive dedicated web hosting provider so it will be a little slower due to that, but its cheap and works which is ideal for me now.

Save Manager

I have good news in regards to the Save Manager, I’ve finally hit a release candidate for the assets version 2.0.0 release. I’ve been spending the last few weeks working out the bugs as best as I can and automating where possible. It’s a good thing I did this as a large chunk of the asset was not working as intended or was fundamentally flawed. Using my side project to test it, I have managed to get it initializing correctly when imported and updating when new save assets are added. On top of this I had to do a lot of trial and error to get the web builds working, but it does thankfully work.

I expect that asset will be out by the end of the month (ish). I’ve still got the write the documentation and check over the code one more time to remove any redundant logic and improve the API for usage where possible. But I should be on track to roughly hit that goal if I keep at it over the next few weeks when I get time.

Build Versions

Some of you may have noticed some minor releases to Build Versions over last week. This was just to fix up some issues the asset was having with getting assets in the resources folder mainly. There is another update coming this week which changes up the date field in the information asset to use a custom class instead of a string, which should help with regional differences with the date. An example of how it looks now:

That’s it for this update. Hopefully more around the end of the month with the Save Manager release!

March General Progress Update

March General Progress Update

So its been about a month since my last update. So its about time I updated y’all on where things are at.

Save Manager

The main progress has been on the save manager, with the code base now being pretty close to being production ready. I’m currently working out some bugs on builds which are been a bit annoying. The editor side of the asset is ready though, with just a few stress tests to do to make sure it works.

I have a few feature changes to the asset, mostly due the amount of work for the amount of use it will get. So the create tab has been removed as the creation of save data is a more modular in this version and should be easy enough to follow without a tool. I may add it again in a future update if its requested or really needed, but for the initial release making data manually will be fine with documentation and videos to aid with that.

Speaking of documentation, I’ve been looking into solutions for that. Annoying there isn’t really any solution I’m 100% happy with, most either are paid which I can’t afford given everything I release is free or doesn’t quite do everything I need it to. I’ve ended up trialling an idea using a website builder & either GitHub pages or similar to host the site on. An example below that I trailed using the Multi Scene docs

I’ve also changed up the path remapping in the asset to be different dependant on the target platform. You can define the path still but using some pre-defined strings rather than selecting the path yourself. There are some caveats such as having the update the path for each platform if you want it to be different etc. But it should work out fine for the first version. You can also press a button to open the directory where the save will be if targeting a standalone platform (PC/Mac/Linux).

I think I’m still good for the April release, but things may crop up that interfere with that, well see.

Audio Manager

The advantage of not doing the Audio Manager before the Save Manager is that I can use what I learn from it in the new version. I’ve recently been testing the early versions for bugs (which there are many) and researching some ideas. This week I was able to make a method chain solution that will change up most of the API I’ve written so far. Currently the setup is similar to 2.x with loads of methods for each use case which gets very hard to maintain. If I went about the chaining solution which I’m planning to now it works, I’d be able to reduce that and make the asset much easier to manage from my end without compromising on features. If you’ve used Linq, String methods or some tween libraries then you’ll know the syntax. An example below of what I’m thinking of doing and what it’ll do:

// Example
AudioManager.Play(Clip.Click01).SetVolume(.5f).SetDelay(.1f);

// What it does:
// Your normal play this clip, clip being the struct system I already have in place.
AudioManager.Play(Clip.Click01) 

// Sets the volume of the clip to play at .5f volume (range 0-1)
.SetVolume(.5f)

// Sets the clip to play with a delay of .1f
.SetDelay(.1f);

Now this is still quite a while off as I’ve only just got my head around how to make this work. I also won’t be working on the Audio Manger 3.x until I’ve finished & published Save Manager 2.x. But this will certainly give me a lot to work on. I do still plan to keep a modular method for the more traditional calls should people wish to use that syntax over this setup.

Personal Project

While I’m working on Carter Games stuff, I’m also taking on a personal project at the same time to give me some variety. Mostly to avoid burnout on one project which I’ve had in the past. In this case I’m making a passion/portfolio project where I attempt to replicate the Person 5 Royal (P5R) combat system & to an extent the look as well. I played the game over the Christmas break and really enjoyed it. So decided to make a project out of it.

The end goal is to at-least have a small custom boss battle which a full party of 4 vs something. With the user being able to use a mini velvet room system to make a persona with the skills available to then use in the fight. I don’t plan on replicating the AI or anything for the players party so it will be direct commands for all party members. The party members will also be custom and not related to the actual P5R ones. At the end of the day I’d like to make a mini-experience out of it, but it will always just be for portfolio, I obviously cannot release it commercially due to copyright etc.

Below is a little video below of how that’s going so far on the UI side, but its still very early days:

If you want to see more on the project then you can see the full project page on my portfolio here:

Its a long project so I’m posting update posts which you can view on that page. The up side of doing a project like this is that I learn even more doing it. I’ve now got a custom UI shape system as well as a basic Google sheets downloader working as well will come in handy in future projects.

That’s about it for this update, I’ll see you in the next one.

Whats coming in Save Manager 2.x?

Whats coming in Save Manager 2.x?

Currently the save manager is the asset with the longest time since its last update & with the most progress on its update. As this is the case I felt like updating you all with what has changed between the old and new versions and how it’s progressing so far.

The bad with the old setup

1.x while stable it has a lot of flaws both in workflow and how adaptable it is to different projects. The setup only allowed for 1 save data class which could easily get bloated and was often a slightly inconvient setup for non serializable types such as vectors. The setup also had no way of editing the save in the editor which is inconvient when debugging issues with projects.

What is the new version offering?

The new version offers a much more modular setup which addresses all of the above and more. This currently includes:


Save Objects & Values


  • Save objects holding a collection of values that can be defined as needed.
  • Can save Vectors & Colors as their normal values. No need for SaveVector2 etc anymore.
  • Can store as many objects as needed.
  • Tool like in 1.x to help make save objects.
  • Easily make variants of data in the save with different save keys.

Save Editor


  • Ability to edit all save data in a window.
  • Changes in values apply to game save when changed.
  • View/hide each save object & save value.
  • Easy reset for objects & values.

Save Profiles


  • Ability to save a copy of the current save data setup in the editor and load back to it when needed.
  • Profiles can also be edited in the normal Unity editor if needed.
  • Changing data structure will reset values in profiles, not ideal but the feature is intended for debugging mostly and struture changes can be worked around.

Saving Icon

The ability to show an icon on a canvas when the game is saving for a defined amoount of time. Handy if you want to let the user know the game is saving and that they should not close the game while it is active. Currently is still a work in progress but the first version is working as of writing.

Faster saving and loading


  • Data stored in dictionaries for better performance.
  • Saving and loading process has additional catches to avoid issues.

What is still to-do?


As of writing there is still a fair amount of work to do on the asset before it reaches a testable version. This includes a load of bug fixes to the current setup & a few features I’ve yet to implement which include:

  • Save Encryption
    • A way to let the user encrypt the save data should they wish to for extra security.
  • Path Remapping
    • Support for the user to remap the save path for the save data outside of the project as well as any editor paths for generates files from the asset such as settings assets & save profiles.
  • Additional Collection Types
    • Support for the normal Lists/Arrays as well as other variants and dictionaries.
  • WebGL Support?
    • A planned feature that 1.x didn’t support. My hope is to find a solution to let this new setup work on Web builds. But I do need to do some more research on this to be sure that it’ll work.
  • Documentation & Tutorial Media
    • The big bad of any asset, the docs. Always a slow process. For 2.x I plan to work find a good solution for the docs to be hosted on that I like, It’ll follow a similar structure to the Multi Scene docs I wrote last year though. With some video tutorials going over the basics of how to use the asset to hopefully help new users with commonly asked questions.

ETA?

I don’t have a firm date for release yet as I need to finish the code first, but I imagine that it’ll be ready by around April at the latest. I’ll post a more exact date when I have one but for now that is the best I can give you.

Build Version 1.1.0 Update

What is Build Versions?

Build Versions is a tool I made back in 2021 to fix an issue I was having far too often. This being that when it came to making builds to release or even test, I would forget to increment the version number of the game in the player settings. I got so annoyed by it that I looked into if there were any tools to automate this. While I found a few build based tools, most of them were geared to being a custom build manager or something, while I personally just wanted a simple build number incrementor. So I made one

How it works

Unity has some interfaces that tie into the build process such as IPostprocessBuildWithReport which can be used to perform logic when a build is made. From there I add my own logic to update the numbers I need as well as a scriptable object holding some extra data.

What changed in the latest update?

Slowly over the last few months I’ve been kinda sitting on the update due to figuring out how I was going to improve the documentation setup. As before it was a little jank. But I also changed a lot of the backend logic for the tool so the logic that updates on build could be modular, improved the settings for the tool to be in the project settings window instead of a custom editor window & better formatted logs.

Where can I get it?

Like all my tools I offer this for FREE! You get get it on the Unity Asset Store, Itchio or Github, links below:

Monthly Update | Feb 2022

Welcome back to the monthly update, where you can find a summary of all the last months activities. So, here’s what happened this month

Project Tilly

More progress has been made on Project Tilly this month, being my main focus at the moment. As always you can see the latest from this project either on the upcoming channel in our discord server (hidden under the games role), or here: https://carter-games.itch.io/project-tilly/devlog

The main progress this month was on the computer system in the game. getting the laptop to function like a day to day laptop would. So far this has gone well, but there is still a fair bit to do before it is ready. On top of this have been several bug fixes and backend changes along with some improvements to the multi-scene system.

Asset Store Product Source Code

During this month a little side project was going on. As all our asset store products are free it made sense to allow the source code to be public on Github. This has now been done and will be updated when I push changes to the store versions code. This will likely be the most up to date version of each asset as there is no review time and I may even release experimental assets or smaller bits of code on there as well, so it’s worth following if you are not already: https://github.com/CarterGames

Audio Manager 3.x.x?

So looking at the source for 2.x.x recently I’ve found some areas that could be improved and some features that I would like to add. Due to this I feel a 3.x.x version coming. Now currently I’m only working on this in the around an hour I get before work on the weekdays and only on the weekdays so its taking some time to develop. I’ve also had to cut a feature I wanted due to not knowing a way of making it work, that being method chaining when calling to play a clip. The update will add more of a static approach to the backend for ease of use for beginners, less setup to make it easier to get going and automatic audio file scanning 2.0 which will update when you add or remove files from your project. A little sneak peak of the asset settings so far below:

Closing

That’s about all for this months update, obviously being the shortest month less got done. But lots to come, see you next month!