Capitola B.V.: What techniques can be used to create an effective save-system that can store and (re)load information inside of an XR-Exprience, made in the Unity Game-Engine?
Capitola B.V.: What techniques can be used to create an effective save-system that can store and (re)load information inside of an XR-Exprience, made in the Unity Game-Engine?
Samenvatting
This save-system is vital to the Traingineers project, but due to the chaotic development cycle of the project, it has not yet been implemented. Traingineers started off as a prototype. After this prototype was accepted another one was made, reusing the old code, and then again. Through multiple re-iterations of older prototypes, the projects codebase became less manageable over time, slowing down development of the application, ultimately deciding to temporarily shelve the important feature of the save-system.
The Traingineers project is currently still in development, and the save-system still not implemented. From the three game-modes in the project (Tutorial, Challenges, Sandbox) the Sandbox mode allows the user to freely build, using “placeables” (objects that can be placed by the user) as provided by the application such as tracks and trains. When the user enters sandbox mode, a table and library are created, allowing them to pick up placeables from the library and place them down on the table. However, there is currently no method of saving a sandbox level, removing its purpose as the moment the user quits, all their progress will be lost.
Which is why this report will answer the main question (MQ):
• What techniques can be used to create an effective save-system that can store and (re)load information inside of an XR-Experience, made in the Unity Game-Engine?
And the following sub-questions (SQ) as derived from the main question:
1. What are the key components of the Unity project that need to be stored?
2. What techniques can be employed for an efficient save-system?
3. How should the user interact with the save-system?
4. What is the result of proposed techniques inside of the save-system?
5. How can the acquired knowledge be used to improve or create Capitola’s save-systems in the future?
A common practice within the HBO-ICT programme is the deviation of sub-questions under the steps “Analysis”, “Design”, “Implementation”, and “Advice”. These four steps should carry (most) project from their initialization to finalization. In that same trend, each sub-question is categorized under any of these steps. The categorization is as follows:
1. SQ1 belongs to the Analysis phase: This phase analysis different elements of the project to shape a groundwork of understanding for the rest of the assignment.
2. SQs 2 & 3 belong to the Design phase: This phase dives deeper into research and design to produce appropriate (software) designs. At the end of this phase, substantiated design choices are made.
3. SQ4 belongs to the Implementation phase: This phase implements chosen design choices. This phase typically takes the longest to complete.
4. SQ5 belongs to the Advice phase: This phase collects gathered insights and critically assesses the created work to form an advice for Capitola.
Organisatie | HZ University of Applied Sciences |
Opleiding | HBO-ICT |
Afdeling | Domein Technology, Water & Environment |
Partner | Capitola Digital B.V., Amsterdam |
Datum | 2024-06-24 |
Type | Bachelor |
Taal | Engels |