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These are the user uploaded subtitles that are being translated: 1 00:00:00,256 --> 00:00:02,816 Now that our game is in pretty good shape 2 00:00:03,072 --> 00:00:05,120 Visually and gameplay wise 3 00:00:05,632 --> 00:00:09,472 There is one final mechanic that I want to add into the game 4 00:00:09,728 --> 00:00:12,032 And that is meta progression 5 00:00:12,288 --> 00:00:14,336 Most games in this genre 6 00:00:14,592 --> 00:00:15,872 Have some way 7 00:00:16,128 --> 00:00:16,640 Tuchel 8 00:00:16,896 --> 00:00:17,920 Permanent upgrades 9 00:00:18,432 --> 00:00:19,200 Based on 10 00:00:19,456 --> 00:00:22,528 What you're accomplishing in the game in those permanent upgrades 11 00:00:22,784 --> 00:00:23,552 Can 12 00:00:23,808 --> 00:00:24,320 Affect 13 00:00:24,576 --> 00:00:26,112 Every subsequent run 14 00:00:26,368 --> 00:00:31,488 So I'm going to walk you through the process of building out a framework that you can use 15 00:00:32,000 --> 00:00:33,792 To implement however many 16 00:00:34,048 --> 00:00:39,424 Upgrade you want and also how to save and load that data from the disk 17 00:00:39,936 --> 00:00:40,704 So that 18 00:00:40,960 --> 00:00:43,520 Persists in between gameplay sessions 19 00:00:43,776 --> 00:00:46,592 So the first thing that were going to want to do is let's just 20 00:00:46,848 --> 00:00:47,360 Set up 21 00:00:47,616 --> 00:00:48,128 Code 22 00:00:48,384 --> 00:00:49,408 For supporting 23 00:00:49,664 --> 00:00:50,688 Metre upgrade 24 00:00:50,944 --> 00:00:53,504 So the best place to put this is going to be in a 25 00:00:53,760 --> 00:00:54,272 Sing 26 00:00:54,784 --> 00:00:58,112 And that means that weekend reference that data from anywhere 27 00:00:58,368 --> 00:00:58,880 The code 28 00:00:59,136 --> 00:01:02,061 But also it's going to allow us to save and load the files at any point 29 00:01:02,063 --> 00:01:04,411 Subtitled by online-courses.club We compress knowledge for you! 30 00:01:04,412 --> 00:01:07,584 During a game weather in the game or in the options menu at the moment 31 00:01:07,840 --> 00:01:09,120 Whenever is necessary 32 00:01:09,376 --> 00:01:10,144 Someone who 33 00:01:10,656 --> 00:01:15,264 Golden place will go through the process of saving the data 34 00:01:15,520 --> 00:01:18,592 And loading it from the disc and then we'll build a UI 35 00:01:18,848 --> 00:01:21,664 So that the player can actually put points into that progress 36 00:01:21,920 --> 00:01:23,712 What's going on in create a new node 37 00:01:24,480 --> 00:01:25,504 And we're going to create 38 00:01:26,272 --> 00:01:27,040 Our route now 39 00:01:27,808 --> 00:01:28,832 Of type no 40 00:01:29,344 --> 00:01:31,904 And then let's call it m 41 00:01:32,416 --> 00:01:33,184 Manager 42 00:01:33,440 --> 00:01:34,976 Or let's can't medipro 43 00:01:35,232 --> 00:01:35,744 Progress 44 00:01:36,256 --> 00:01:36,768 Like 45 00:01:37,536 --> 00:01:39,072 I was describing 46 00:01:39,584 --> 00:01:40,864 Anna let's do scenes 47 00:01:41,120 --> 00:01:42,912 And then I delayed will save it 48 00:01:44,192 --> 00:01:46,240 What's going on at a script of this metal press 49 00:01:46,496 --> 00:01:48,800 What is Our Data going to look like well 50 00:01:49,056 --> 00:01:51,872 I think we're going to pretty much use the same 51 00:01:52,384 --> 00:01:56,480 Strategy as what we have for our ability upgrades 52 00:01:56,992 --> 00:01:58,016 So I'm going to 53 00:01:58,784 --> 00:02:00,576 Create a new folder on a resources 54 00:02:01,856 --> 00:02:03,904 And then I'm going to call this medical grade 55 00:02:04,416 --> 00:02:05,184 Meta underscore 56 00:02:05,440 --> 00:02:06,208 Upgrades 57 00:02:07,744 --> 00:02:10,560 And before we doing the code in the meta progress 58 00:02:11,072 --> 00:02:13,888 Let's create a script under mega upgrade 59 00:02:14,400 --> 00:02:15,424 So Michael 60 00:02:15,680 --> 00:02:16,192 New 61 00:02:16,704 --> 00:02:18,240 Script and call it 62 00:02:18,496 --> 00:02:20,544 Meta underscore upgrade 63 00:02:20,800 --> 00:02:21,824 GD 64 00:02:22,848 --> 00:02:25,920 OK then let's go ahead and open up that matter upgrade 65 00:02:26,176 --> 00:02:30,784 And this needs two extends resource same as what we're doing with our 66 00:02:31,040 --> 00:02:32,320 Ability upgrades here 67 00:02:33,600 --> 00:02:36,672 And that we're gonna do is we're going to add an export variable 68 00:02:37,184 --> 00:02:41,280 I'm going to give this an idea again so this is going to be ID string 69 00:02:42,048 --> 00:02:43,328 Then let's export 70 00:02:43,584 --> 00:02:47,680 Another variable called Max quantity and that will be an Int 71 00:02:47,936 --> 00:02:49,472 21 by The Fall 72 00:02:49,728 --> 00:02:51,008 Anna let's give it a 73 00:02:51,264 --> 00:02:51,776 Tidal 74 00:02:52,288 --> 00:02:53,056 Bar title 75 00:02:53,312 --> 00:02:54,592 String and then 76 00:02:55,104 --> 00:02:57,408 Unless do export underscore multi line 77 00:02:57,920 --> 00:02:58,432 Via 78 00:02:58,688 --> 00:02:59,456 Description 79 00:02:59,968 --> 00:03:00,480 String 80 00:03:01,248 --> 00:03:03,040 Ok so what are some 81 00:03:03,296 --> 00:03:05,856 What is one upgrades that we can add 82 00:03:06,368 --> 00:03:07,136 For the player 83 00:03:08,160 --> 00:03:10,464 Because our game is not full of content 84 00:03:10,976 --> 00:03:13,024 There's not really anything to creative 85 00:03:13,280 --> 00:03:14,304 Can do yet 86 00:03:14,560 --> 00:03:18,656 I think one obvious thing that we can do is increase the drop rate of 87 00:03:19,168 --> 00:03:22,240 Experience rate so that the player can get upgrades fast 88 00:03:23,520 --> 00:03:27,104 I'm not really paying attention to match two balancing this game 89 00:03:27,360 --> 00:03:29,408 Balancing is a hoarder can of worms that 90 00:03:29,664 --> 00:03:30,944 Alarm time to get through 91 00:03:31,200 --> 00:03:37,344 I'm just trying to show you throughout this course how you can approach adding new things that doesn't necessarily mean that they 92 00:03:37,600 --> 00:03:39,904 You think you're going to be balanced or good for the 93 00:03:40,416 --> 00:03:40,928 So 94 00:03:41,440 --> 00:03:45,792 Let's go ahead and create a new resource under the minute upgrades or right-click that folder 95 00:03:46,048 --> 00:03:47,328 New resource 96 00:03:47,584 --> 00:03:50,656 And then let's go ahead and add a base type resource here 97 00:03:51,424 --> 00:03:52,704 And let's call 98 00:03:52,960 --> 00:03:55,264 What's experienced underscore game 99 00:03:56,288 --> 00:03:58,336 Double-click that experience game 100 00:03:58,592 --> 00:04:00,640 And then drag the mirror upgrade into the 101 00:04:00,896 --> 00:04:03,200 And you should see all of the ideas here 102 00:04:03,712 --> 00:04:06,784 Navigate to Wright experience gain in the ID here 103 00:04:07,040 --> 00:04:08,832 Max quantity can stay at 104 00:04:09,344 --> 00:04:09,856 1 105 00:04:10,880 --> 00:04:13,952 Let's call the title increase experience 106 00:04:14,464 --> 00:04:14,976 And then 107 00:04:15,232 --> 00:04:16,768 Let's do increases 108 00:04:17,024 --> 00:04:18,047 Experience 109 00:04:18,303 --> 00:04:18,815 Drop 110 00:04:19,071 --> 00:04:20,095 Chance by 111 00:04:20,351 --> 00:04:21,119 Ten percent 112 00:04:21,631 --> 00:04:23,935 A very basic upgrade that we 113 00:04:24,959 --> 00:04:27,519 So you've got R1 upgrade setup 114 00:04:27,775 --> 00:04:32,895 Let's go back to the meta progression script and let's do a little bit of planning about how our 115 00:04:33,407 --> 00:04:34,687 Save data is going to 116 00:04:34,943 --> 00:04:36,991 I'm going to create a new variable called 117 00:04:37,759 --> 00:04:39,039 M upgrades 118 00:04:39,807 --> 00:04:40,831 Then this is going to 119 00:04:41,599 --> 00:04:43,135 A type of dictionary 120 00:04:43,903 --> 00:04:47,231 And the weather I'm going to set this as I'm going to set it equal to an empty dictionary 121 00:04:47,487 --> 00:04:49,279 But just for demonstration purposes 122 00:04:49,535 --> 00:04:52,095 I think what's going to happen is we're going to have 123 00:04:52,351 --> 00:04:56,703 The ID here so it's going to look like something like experienced game just like that 124 00:04:56,959 --> 00:04:59,263 And then there's going to be a sub dictionary here 125 00:04:59,775 --> 00:05:01,567 And there's going to be a quantity 126 00:05:02,591 --> 00:05:05,151 Which is going to be 1 or something similar 127 00:05:05,663 --> 00:05:11,807 And the reason why I like to do nested dictionaries as because imagine your building this as a fool 128 00:05:12,575 --> 00:05:16,415 And you have some other data that you want to associate with the experience 129 00:05:16,927 --> 00:05:20,767 If you just had what city experienced game said to one right there 130 00:05:21,535 --> 00:05:24,607 You would have a hard time associated more data with 131 00:05:24,863 --> 00:05:25,631 Whereas 132 00:05:25,887 --> 00:05:31,519 If you had just a sub dictionary you can add any number of additional properties under here 133 00:05:32,031 --> 00:05:33,311 So you want Sofia insta 134 00:05:33,567 --> 00:05:35,615 Let's say that I wanted to tell the player 135 00:05:35,871 --> 00:05:36,639 When 136 00:05:36,895 --> 00:05:37,663 They picked up 137 00:05:37,919 --> 00:05:39,199 There's a billy I can say 138 00:05:39,711 --> 00:05:40,479 Acquired 139 00:05:41,247 --> 00:05:41,759 Time step 140 00:05:42,783 --> 00:05:44,831 Right and then this could be some kind of numb 141 00:05:46,111 --> 00:05:52,255 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 142 00:05:52,511 --> 00:05:53,279 Experience that you 143 00:05:53,535 --> 00:05:58,655 So in addition to experience levelling you up and the game that's going to get added to a number 144 00:05:58,911 --> 00:06:00,191 In the mirror upgrade 145 00:06:00,447 --> 00:06:00,959 So 146 00:06:01,215 --> 00:06:02,495 Actually what we're going to 147 00:06:02,751 --> 00:06:04,287 How to do if something like 148 00:06:04,543 --> 00:06:06,079 What's it called is currency 149 00:06:06,335 --> 00:06:08,127 Upgrade currency 150 00:06:08,383 --> 00:06:08,895 Like so 151 00:06:09,407 --> 00:06:10,943 And this will be something like cereal 152 00:06:11,199 --> 00:06:13,247 And then I'm going to have another key 153 00:06:14,271 --> 00:06:15,039 Underneath the car 154 00:06:15,295 --> 00:06:16,063 Upgrades 155 00:06:16,831 --> 00:06:20,415 And in this upgrades Dictionary that's where you're going to see things 156 00:06:20,671 --> 00:06:21,439 Experience game 157 00:06:22,207 --> 00:06:24,511 So it's really important to plan out 158 00:06:25,023 --> 00:06:26,559 What you want your data 159 00:06:26,815 --> 00:06:27,327 Look like 160 00:06:27,583 --> 00:06:29,887 And so now we've got a top lever 161 00:06:30,143 --> 00:06:31,167 Which can tell us 162 00:06:31,679 --> 00:06:32,959 Things about the play 163 00:06:33,215 --> 00:06:33,727 Progress 164 00:06:33,983 --> 00:06:34,751 And we might be 165 00:06:35,007 --> 00:06:37,823 Even able to store more data in here like we could say 166 00:06:38,335 --> 00:06:39,615 Win count rate 167 00:06:39,871 --> 00:06:41,151 And then last count 168 00:06:42,431 --> 00:06:45,247 And then we can also store the upgrade currency and the current 169 00:06:46,783 --> 00:06:49,599 Let's call this m upgrades and M upgrade 170 00:06:49,855 --> 00:06:51,391 Currency to be very 171 00:06:51,647 --> 00:06:52,415 Southway 172 00:06:52,671 --> 00:06:54,719 Initialise a dictionary like this 173 00:06:54,975 --> 00:07:01,119 Now the data is becoming very clear right we can add more top level on related stats to the 174 00:07:01,631 --> 00:07:02,911 As part of the same file 175 00:07:03,423 --> 00:07:07,519 And then we have a very specific key that keeps track of all of the 176 00:07:07,775 --> 00:07:10,591 Solicit the beauty of dictionaries as that you can store 177 00:07:10,847 --> 00:07:13,663 Arbitrary nested data very sensibly 178 00:07:13,919 --> 00:07:17,759 But I'm going to get rid of this Wincanton last count and just keep it like that 179 00:07:18,271 --> 00:07:21,855 And then I'm probably going to get a let's just remove the experience game here 180 00:07:22,367 --> 00:07:23,903 And so this is my stepdad 181 00:07:24,415 --> 00:07:26,207 Are we actually leave it like this as well 182 00:07:26,463 --> 00:07:26,975 ASDA 183 00:07:27,231 --> 00:07:29,023 Initialised version of the digger 184 00:07:29,279 --> 00:07:31,327 So we got a metre upgrades now 185 00:07:31,583 --> 00:07:34,399 Let's go ahead and increment this metal upgrade currency 186 00:07:34,655 --> 00:07:35,423 Whenever 187 00:07:35,679 --> 00:07:41,823 The experience is increased now fortunately we have in our game events we have 188 00:07:42,079 --> 00:07:42,591 This 189 00:07:43,103 --> 00:07:44,639 Experience vile collect 190 00:07:45,151 --> 00:07:48,479 Right and we can actually listen to that in our Meadow progress 191 00:07:49,247 --> 00:07:51,551 Project project settings auto load 192 00:07:51,807 --> 00:07:55,135 One thing that we need to do before we can do that is we need to 193 00:07:55,391 --> 00:07:56,159 Dad dad 194 00:07:56,415 --> 00:07:58,207 Meta-regression to r 195 00:07:58,463 --> 00:08:00,255 So let's go ahead and click this load button 196 00:08:00,511 --> 00:08:02,303 Go to seems autoload 197 00:08:02,815 --> 00:08:06,655 And go ahead and put in the meta progression tscl 198 00:08:07,167 --> 00:08:07,935 Click 199 00:08:08,703 --> 00:08:09,727 And then close 200 00:08:09,983 --> 00:08:11,007 So now 201 00:08:11,263 --> 00:08:12,799 Dad's Ian the 202 00:08:13,311 --> 00:08:17,407 Fintry this meta progression we can in are ready method so let's too far 203 00:08:18,175 --> 00:08:18,687 Ready 204 00:08:19,455 --> 00:08:20,479 We're going to 205 00:08:20,735 --> 00:08:21,759 Say game events 206 00:08:22,271 --> 00:08:22,783 Dart 207 00:08:23,295 --> 00:08:25,343 Experienced by all collected dad can I 208 00:08:26,111 --> 00:08:27,903 And they're on Xperia 209 00:08:28,415 --> 00:08:29,695 Collected is the 210 00:08:30,207 --> 00:08:30,719 Function 211 00:08:31,487 --> 00:08:32,767 Anna let's go down 212 00:08:33,023 --> 00:08:34,559 Do the same thing so fun 213 00:08:34,815 --> 00:08:36,095 On Experian 214 00:08:36,863 --> 00:08:37,375 Collected 215 00:08:38,655 --> 00:08:39,167 Alright 216 00:08:39,423 --> 00:08:40,191 So in here 217 00:08:40,703 --> 00:08:46,847 What we want to do is we want to first of all the number comes in as an argument here so let 218 00:08:47,103 --> 00:08:47,615 Specify that 219 00:08:48,127 --> 00:08:49,151 And then we can say 220 00:08:49,407 --> 00:08:50,431 Mirror upgrades 221 00:08:50,943 --> 00:08:51,455 And then 222 00:08:51,711 --> 00:08:53,503 The index which is made 223 00:08:55,039 --> 00:08:55,551 Currency 224 00:08:56,575 --> 00:08:58,111 Plus equals 225 00:08:58,879 --> 00:08:59,391 Number 226 00:08:59,647 --> 00:09:03,743 So now you're just constantly keeping track of the experience that was killed 227 00:09:04,255 --> 00:09:06,303 OK now it's about another function 228 00:09:08,607 --> 00:09:10,399 Admiral upgrade 229 00:09:10,911 --> 00:09:15,519 And we're going to pass in the upgrade which is of type in let's go ahead and give 230 00:09:16,031 --> 00:09:20,127 H m upgrade Script so go ahead and open up Meadow upgrades 231 00:09:20,383 --> 00:09:21,151 GD 232 00:09:21,407 --> 00:09:23,967 Give It A Class name of meta up 233 00:09:24,223 --> 00:09:25,247 So class name 234 00:09:25,503 --> 00:09:26,527 Mirror 235 00:09:27,807 --> 00:09:28,575 Excel 236 00:09:29,087 --> 00:09:31,647 CD go back to your meta progression 237 00:09:32,415 --> 00:09:35,231 And let's make this type in here 238 00:09:35,487 --> 00:09:37,023 Type of metre upgrade 239 00:09:39,583 --> 00:09:40,607 So now or going to do 240 00:09:40,863 --> 00:09:42,143 Is we are going to The Fall 241 00:09:42,399 --> 00:09:43,935 We're going to say 242 00:09:44,703 --> 00:09:45,727 Mela upgrades 243 00:09:48,287 --> 00:09:49,055 Metre upgrade 244 00:09:49,567 --> 00:09:55,711 Let's let's change this so this may upgrade radio this variable which change it to save underscore 245 00:09:55,967 --> 00:09:56,479 Potato 246 00:09:56,991 --> 00:10:00,460 Cos that's a little bit more descriptive of what we're doing with this 247 00:10:00,461 --> 00:10:02,760 Subtitled by online-courses.club We compress knowledge for you! 248 00:10:02,761 --> 00:10:03,647 And then let's change it here save 249 00:10:04,159 --> 00:10:04,671 Data 250 00:10:05,183 --> 00:10:05,951 Exchange 251 00:10:06,207 --> 00:10:07,999 In his own experience collected as 252 00:10:09,023 --> 00:10:13,119 So if save data met upgrades so that's this key right here 253 00:10:14,911 --> 00:10:15,679 Has 254 00:10:15,935 --> 00:10:17,983 And then in here we want to say 255 00:10:18,239 --> 00:10:20,287 Upgrade 256 00:10:20,543 --> 00:10:22,591 And that's actually invert this also 257 00:10:23,103 --> 00:10:26,943 Not what you can use the word or you can use exclamation mark 258 00:10:27,711 --> 00:10:30,271 If not save data has upgrade ID 259 00:10:30,527 --> 00:10:33,599 Then what we're going to do is we're going to say save data 260 00:10:34,623 --> 00:10:36,671 Index metre upgrades 261 00:10:37,695 --> 00:10:38,975 And then index 262 00:10:39,231 --> 00:10:41,791 Upgrade.ie is equal to 263 00:10:42,559 --> 00:10:45,375 And then let's go ahead and set a default quantity 264 00:10:45,631 --> 00:10:46,399 Of 265 00:10:46,655 --> 00:10:47,423 So what is this 266 00:10:47,679 --> 00:10:52,543 What is the saying is that if we don't yet have an entry for the upgrade that were passing in 267 00:10:53,567 --> 00:10:56,127 Then what we're going to do is we're going to set 268 00:10:56,639 --> 00:10:57,663 That entry 269 00:10:57,919 --> 00:11:00,479 To have a default value of quantities 270 00:11:00,991 --> 00:11:04,575 So that means that essentially after we had the experience upgrade 271 00:11:04,831 --> 00:11:06,367 Or experience gain 272 00:11:06,623 --> 00:11:07,135 Upgrade 273 00:11:07,391 --> 00:11:08,159 It's gonna look like 274 00:11:09,183 --> 00:11:10,207 Experience game 275 00:11:10,975 --> 00:11:11,999 And then it's going to have 276 00:11:12,255 --> 00:11:14,047 An object like cell 277 00:11:14,815 --> 00:11:16,095 That's what we're creating 278 00:11:17,119 --> 00:11:18,143 If it doesn't exist 279 00:11:19,167 --> 00:11:22,495 I never we can do it since we are now guaranteed that this 280 00:11:22,751 --> 00:11:26,335 Save data has that upgrade with in the middle of grid 281 00:11:26,591 --> 00:11:27,871 We can say say 282 00:11:28,127 --> 00:11:28,895 Underscore dealer 283 00:11:29,407 --> 00:11:30,431 Mirror upgrades 284 00:11:31,711 --> 00:11:34,015 And then upgrade on ID 285 00:11:34,783 --> 00:11:36,063 And then quantity 286 00:11:36,319 --> 00:11:37,343 What's equals 1 287 00:11:38,367 --> 00:11:39,391 Did you see what we're doing now 288 00:11:39,647 --> 00:11:41,695 We are now referencing that quantity 289 00:11:41,951 --> 00:11:45,791 And increasing and I might be so why don't we just say it do it here because 290 00:11:46,559 --> 00:11:49,887 This will work every single time it is that conditional 291 00:11:50,143 --> 00:11:51,423 Inherited condition 292 00:11:51,679 --> 00:11:52,447 So if we said 293 00:11:52,703 --> 00:11:55,519 12th day one then we have to return at the function 294 00:11:55,775 --> 00:12:01,151 It just makes more sense to set up the initial empty object the initial object structure 295 00:12:01,407 --> 00:12:04,991 And then always add 1 to it rather than deal with the other conditions 296 00:12:06,271 --> 00:12:08,831 So after we are the upgrade I'm going to go ahead 297 00:12:09,087 --> 00:12:12,159 And I'm going to print that save data just for 298 00:12:12,927 --> 00:12:16,255 Just for debugging purposes and then in the ready method let's go and tell 299 00:12:16,511 --> 00:12:18,303 Let's do admin upgrade 300 00:12:18,815 --> 00:12:20,351 And then we're going to do a 301 00:12:20,607 --> 00:12:21,887 What's a load 302 00:12:22,655 --> 00:12:23,423 Res 303 00:12:24,191 --> 00:12:25,215 Experience game 304 00:12:25,983 --> 00:12:26,495 So 305 00:12:26,751 --> 00:12:28,031 Well loading this pathway 306 00:12:28,287 --> 00:12:28,799 Resource 307 00:12:29,823 --> 00:12:31,359 Meta upgrades experience game 308 00:12:31,871 --> 00:12:33,407 And so soon as we Run the game 309 00:12:33,663 --> 00:12:34,431 What we should see 310 00:12:35,711 --> 00:12:36,735 We should see 311 00:12:37,247 --> 00:12:42,367 H dictionary printed and you can see that's exactly as we expect it right we have no upgrade currency 312 00:12:42,623 --> 00:12:43,647 We have no 313 00:12:43,903 --> 00:12:45,695 We have one metre upgrade with a 314 00:12:45,951 --> 00:12:46,463 The other one 315 00:12:47,231 --> 00:12:50,047 So that's all working so I'm going to remove that code 316 00:12:50,303 --> 00:12:54,143 Because we don't need that now remove the printer as well because we verify that is were 317 00:12:55,167 --> 00:12:56,959 So that's our data set 318 00:12:57,215 --> 00:13:01,311 In the next lesson were going to set up saving and loading that data 319 00:13:01,567 --> 00:13:02,335 From the door 21578

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