Quickloading

Within my analysis of Dishonored 2, I noted the importance of the quick save/load system. It was essential in making the experience feel good and make mistakes feel not as bad as it may seem.

Because of this, I’ve decided I want to implement the quick saving and loading within the asset pack.

The following is an UML Design of the set in place system.

UML Design Diagram

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Bart de Bever
Software Engineer

Student who is inspired by web applications and passion projects for gaming.